unreal.RigUnit_HierarchySetDynamicsParticleAccelerationMode¶
- class unreal.RigUnit_HierarchySetDynamicsParticleAccelerationMode(execute_pin: RigVMExecutePin = [], dynamics_particle_component_key: RigComponentKey = Ellipsis, acceleration_mode: bool = False)¶
Bases:
RigUnit_DynamicsBaseMutableSets whether the particle’s target drive is interpreted in acceleration mode (mass-independent natural frequency) or force mode (heavier particles oscillate more slowly). Affects target tracking only - the per-particle angle limit is always acceleration-mode.
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsParticleExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
acceleration_mode(bool): [Read-Write] True (default) for mass-independent natural frequency; false for a true force-mode spring.dynamics_particle_component_key(RigComponentKey): [Read-Write] The Dynamics Particle to be updatedexecute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units together
- property acceleration_mode: bool¶
[Read-Write] True (default) for mass-independent natural frequency; false for a true force-mode spring.
- Type:
(bool)
- property dynamics_particle_component_key: RigComponentKey¶
[Read-Write] The Dynamics Particle to be updated
- Type: