unreal.RigUnit_HierarchyEnableDynamicsCollisionWithParticle¶
- class unreal.RigUnit_HierarchyEnableDynamicsCollisionWithParticle(execute_pin: RigVMExecutePin = [], dynamics_particle_component_key: RigComponentKey = Ellipsis, other_dynamics_particle_component_key: RigComponentKey = Ellipsis)¶
Bases:
RigUnit_DynamicsBaseMutableEnables collision between a particle and another particle. The collision will actually be between segments, where the segment goes from a particle top its parent (if it has one), using the radius of the particles to define a capsule. TODO Note that implementation isn’t yet complete, so currently it IS only sphere-sphere.
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsParticleExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
dynamics_particle_component_key(RigComponentKey): [Read-Write] The Dynamics Particle to be updated (which must exist)execute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherother_dynamics_particle_component_key(RigComponentKey): [Read-Write] The other particle to collide with (which doesn’t have to exist yet). Collision will be handled between segments going from each particle to its parent (if it has one). TODO Note that implementation isn’t yet complete, so currently it IS only sphere-sphere.
- property dynamics_particle_component_key: RigComponentKey¶
[Read-Write] The Dynamics Particle to be updated (which must exist)
- Type:
- property other_dynamics_particle_component_key: RigComponentKey¶
[Read-Write] The other particle to collide with (which doesn’t have to exist yet). Collision will be handled between segments going from each particle to its parent (if it has one). TODO Note that implementation isn’t yet complete, so currently it IS only sphere-sphere.
- Type: