unreal.RigUnit_HierarchySetPhysicsBodyPhysicsBlendWeight

class unreal.RigUnit_HierarchySetPhysicsBodyPhysicsBlendWeight(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, physics_blend_weight: float = 0.0)

Bases: RigUnit_PhysicsBaseMutable

Controls 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 together

  • 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.

  • 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:

(RigComponentKey)