unreal.RigUnit_HierarchySetPhysicsBodyPhysicsBlendWeight¶
- class unreal.RigUnit_HierarchySetPhysicsBodyPhysicsBlendWeight(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, physics_blend_weight: float = 0.0)¶
Bases:
RigUnit_PhysicsBaseMutableControls the amount that the simulation is blended back into the target bones.
C++ Source:
Plugin: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsBodyExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
execute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherphysics_blend_weight(float): [Read-Write] A per-body “alpha” on how much of the physics movement to apply to the target bone. The effective blend for this body is Alpha * PhysicsBlendWeight, applied at hierarchy writeback. A weight of zero leaves the bone at the input animation pose, but the body still simulates (and still affects neighbouring bodies through joints/contacts). Only the Step Physics Solver’s Alpha pin triggers the cheap simulation-bypass pass-through. Setting every body’s PhysicsBlendWeight to zero does not.physics_body_component_key(RigComponentKey): [Read-Write] The Physics Body to be updated
- property physics_blend_weight: float¶
[Read-Write] A per-body “alpha” on how much of the physics movement to apply to the target bone. The effective blend for this body is Alpha * PhysicsBlendWeight, applied at hierarchy writeback. A weight of zero leaves the bone at the input animation pose, but the body still simulates (and still affects neighbouring bodies through joints/contacts). Only the Step Physics Solver’s Alpha pin triggers the cheap simulation-bypass pass-through. Setting every body’s PhysicsBlendWeight to zero does not.
- Type:
(float)
- property physics_body_component_key: RigComponentKey¶
[Read-Write] The Physics Body to be updated
- Type: