unreal.RigUnit_GetTransformArray

class unreal.RigUnit_GetTransformArray(items: RigElementKeyCollection = Ellipsis, space: RigVMTransformSpace = Ellipsis, initial: bool = False, transforms: None = [])

Bases: RigUnit

GetTransformArray is used to retrieve an array of transforms from the hierarchy.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_GetTransform.h

Editor Properties: (see get_editor_property/set_editor_property)

  • initial (bool): [Read-Write] Defines if the transforms should be retrieved as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.

  • items (RigElementKeyCollection): [Read-Write] The items to retrieve the transforms for

  • space (RigVMTransformSpace): [Read-Write] Defines if the transforms should be retrieved in local or global space

  • transforms (Array[Transform]): [Read-Write] The current transform of the given item - or identity in case it wasn’t found.

property initial: bool

[Read-Write] Defines if the transforms should be retrieved as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.

Type:

(bool)

property items: RigElementKeyCollection

[Read-Write] The items to retrieve the transforms for

Type:

(RigElementKeyCollection)

property space: RigVMTransformSpace

[Read-Write] Defines if the transforms should be retrieved in local or global space

Type:

(RigVMTransformSpace)

property transforms: None

[Read-Only] The current transform of the given item - or identity in case it wasn’t found.

Type:

(Array[Transform])