unreal.RigUnit_HierarchySetJointDriveUseSkeletalAnimation

class unreal.RigUnit_HierarchySetJointDriveUseSkeletalAnimation(execute_pin: RigVMExecutePin = [], physics_joint_component_key: RigComponentKey = Ellipsis, use_skeletal_animation: bool = False)

Bases: RigUnit_PhysicsBaseMutable

Sets the joint drive for a physics component body

C++ Source:

  • Plugin: ControlRigPhysics

  • Module: ControlRigPhysics

  • File: RigPhysicsJointExecution.h

Editor Properties: (see get_editor_property/set_editor_property)

  • execute_pin (RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units together

  • physics_joint_component_key (RigComponentKey): [Read-Write] The Physics Joint to be updated

  • use_skeletal_animation (bool): [Read-Write] Whether the drive targets should be relative to the incoming animation pose. If set to true (and the drive targets are zero), then the drives will track the target animation.

property physics_joint_component_key: RigComponentKey

[Read-Write] The Physics Joint to be updated

Type:

(RigComponentKey)

property use_skeletal_animation: bool

[Read-Write] Whether the drive targets should be relative to the incoming animation pose. If set to true (and the drive targets are zero), then the drives will track the target animation.

Type:

(bool)