unreal.RigUnit_Locomotor¶
- class unreal.RigUnit_Locomotor(execute_pin: RigVMExecutePin = [], feet_transforms: None = [], root_control: Name = 'None', movement: MovementSettings = Ellipsis, foot_sets: None = [], stepping: StepSettings = Ellipsis, pelvis: PelvisSettings = Ellipsis, debug: LocomotorDebugSettings = Ellipsis)¶
Bases:
RigUnit_HighlevelBaseMutableRig Unit Locomotor
C++ Source:
Plugin: Locomotor
Module: Locomotor
File: RigUnit_Locomotor.h
Editor Properties: (see get_editor_property/set_editor_property)
debug(LocomotorDebugSettings): [Read-Write] adjust debug drawing.execute_pin(RigVMExecutePin): [Read-Write] * This property is used to chain multiple mutable units togetherfeet_transforms(Array[Transform]): [Read-Write] list of limbs to walk on.foot_sets(Array[FootSet]): [Read-Only] the set of feet belonging to the creaturemovement(MovementSettings): [Read-Write] the movement settingspelvis(PelvisSettings): [Read-Write] the Pelvis or Hip bone to move with the feetroot_control(Name): [Read-Write] the target location and rotation, in world space the locomotor will generate steps to pull the character towards this location footsteps will be oriented match the root goal’s final orientationstepping(StepSettings): [Read-Write] the global step settings
- property debug: LocomotorDebugSettings¶
[Read-Write] adjust debug drawing.
- Type:
- property movement: MovementSettings¶
[Read-Write] the movement settings
- Type:
- property pelvis: PelvisSettings¶
[Read-Write] the Pelvis or Hip bone to move with the feet
- Type:
- property root_control: Name¶
[Read-Write] the target location and rotation, in world space the locomotor will generate steps to pull the character towards this location footsteps will be oriented match the root goal’s final orientation
- Type:
(Name)
- property stepping: StepSettings¶
[Read-Write] the global step settings
- Type: