unreal.RigUnit_GetTransformItemArray

class unreal.RigUnit_GetTransformItemArray(items: Array[RigElementKey] = [], space: BoneGetterSetterMode = Ellipsis, initial: bool = False, transforms: Array[Transform] = [])

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] Initial: 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 (Array[RigElementKey]): [Read-Write] Items: The items to retrieve the transforms for

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

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

property initial: bool

[Read-Write] Initial: 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: Array[RigElementKey]

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

Type:

(Array[RigElementKey])

property space: BoneGetterSetterMode

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

Type:

(BoneGetterSetterMode)

property transforms: Array[Transform]

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

Type:

(Array[Transform])