unreal.RigUnit_HierarchyAddBone

class unreal.RigUnit_HierarchyAddBone(execute_context: ControlRigExecuteContext = [], parent: RigElementKey = Ellipsis, name: Name = 'None', item: RigElementKey = Ellipsis, transform: Transform = Ellipsis, space: BoneGetterSetterMode = Ellipsis)

Bases: RigUnit_HierarchyAddElement

Adds a new bone to the hierarchy Note: This node only runs as part of the construction event.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_DynamicHierarchy.h

Editor Properties: (see get_editor_property/set_editor_property)

  • execute_context (ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units together

  • item (RigElementKey): [Read-Write] Item: * The resulting item

  • name (Name): [Read-Write] Name: * The name of the new element to add

  • parent (RigElementKey): [Read-Write] Parent: * The parent of the new element to add

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

  • transform (Transform): [Read-Write] Transform: * The initial transform of the new element

property space: BoneGetterSetterMode

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

Type:

(BoneGetterSetterMode)

property transform: Transform

[Read-Write] Transform: * The initial transform of the new element

Type:

(Transform)