unreal.RigUnit_HierarchySetPhysicsBodyUseSkeletalAnimation¶
- class unreal.RigUnit_HierarchySetPhysicsBodyUseSkeletalAnimation(execute_pin: RigVMExecutePin = [], physics_body_component_key: RigComponentKey = Ellipsis, use_skeletal_animation: bool = False)¶
Bases:
RigUnit_PhysicsBaseMutableDanny TODO I think this is redundant given the ability to specify the space when kinematic targets are set. Investigate propagating that into the rest of Physics Control.
C++ Source:
Plugin: PhysicsControl
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_body_component_key(RigComponentKey): [Read-Write]use_skeletal_animation(bool): [Read-Write]
- property physics_body_component_key: RigComponentKey¶
[Read-Write]
- Type: