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.

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]

  • source_bone (RigElementKey): [Read-Write]

property physics_body_component_key: RigComponentKey

[Read-Write]

Type:

(RigComponentKey)

property source_bone: RigElementKey

[Read-Write]

Type:

(RigElementKey)