unreal.RigUnit_HierarchySetPhysicsBodySourceBone

class unreal.RigUnit_HierarchySetPhysicsBodySourceBone(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, source_bone: RigElementKey = Ellipsis)

Bases: RigUnit_PhysicsBaseMutable

Sets what bone is used as a source transform for the physics body. This is used as a kinematic target, and when initializing the simulation. Note: Although this can be changed after physics instantiation, doing so will produce a one-frame velocity spike because the source velocity is computed from the difference between the previous frame’s source bone position and the new source bone position, which may produce undesirable simulation behaviour (including tripping the auto-reset thresholds).

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_body_component_key (RigComponentKey): [Read-Write] The Physics Body to be updated

  • source_bone (RigElementKey): [Read-Write] The bone to use as a source transform (kinematic target, and initialization) for the Physics Body.

property physics_body_component_key: RigComponentKey

[Read-Write] The Physics Body to be updated

Type:

(RigComponentKey)

property source_bone: RigElementKey

[Read-Write] The bone to use as a source transform (kinematic target, and initialization) for the Physics Body.

Type:

(RigElementKey)