unreal.RigUnit_HierarchyImportFromSkeleton¶
- class unreal.RigUnit_HierarchyImportFromSkeleton(execute_pin: RigVMExecutePin = [], name_space: Name = 'None', include_curves: bool = False, include_mesh_sockets: bool = False, include_virtual_bones: bool = False, items: None = [])¶
Bases:
RigUnit_DynamicHierarchyBaseMutableImports all bones (and curves) from the currently assigned skeleton. 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_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherinclude_curves(bool): [Read-Write] If True the curves will be importedinclude_mesh_sockets(bool): [Read-Write] If true the mesh sockets will be importedinclude_virtual_bones(bool): [Read-Write] If true virtual bones will be importeditems(Array[RigElementKey]): [Read-Write] The resulting imported itemsname_space(Name): [Read-Write] The namespace to use when importing bones and curves
- property include_mesh_sockets: bool¶
[Read-Write] If true the mesh sockets will be imported
- Type:
(bool)
- property include_virtual_bones: bool¶
[Read-Write] If true virtual bones will be imported
- Type:
(bool)