unreal.RigUnit_HierarchyAddBone
¶
- class unreal.RigUnit_HierarchyAddBone(execute_context: ControlRigExecuteContext = [], parent: RigElementKey = Ellipsis, name: Name = 'None', item: RigElementKey = Ellipsis, transform: Transform = Ellipsis, space: RigVMTransformSpace = 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] * This property is used to chain multiple mutable units togetheritem
(RigElementKey): [Read-Write] * The resulting itemname
(Name): [Read-Write] * The name of the new element to addparent
(RigElementKey): [Read-Write] * The parent of the new element to addspace
(RigVMTransformSpace): [Read-Write] Defines if the transform should be interpreted in local or global spacetransform
(Transform): [Read-Write] * The initial transform of the new element
- property space: RigVMTransformSpace¶
[Read-Write] Defines if the transform should be interpreted in local or global space
- Type: