unreal.RigUnit_ModifyBoneTransforms
¶
- class unreal.RigUnit_ModifyBoneTransforms(execute_context: ControlRigExecuteContext = [], bone_to_modify: Array[RigUnit_ModifyBoneTransforms_PerBone] = [], weight: float = 0.0, weight_minimum: float = 0.0, weight_maximum: float = 0.0, mode: ControlRigModifyBoneMode = Ellipsis)¶
Bases:
RigUnit_HighlevelBaseMutable
ModifyBonetransforms is used to perform a change in the hierarchy by setting one or more bones’ transforms.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_ModifyBoneTransforms.h
Editor Properties: (see get_editor_property/set_editor_property)
bone_to_modify
(Array[RigUnit_ModifyBoneTransforms_PerBone]): [Read-Write] Bone to Modify: The bones to modify.execute_context
(ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units togethermode
(ControlRigModifyBoneMode): [Read-Only] Mode: Defines if the bone’s transform should be set in local or global space, additive or override.weight
(float): [Read-Write] Weight: At 1 this sets the transform, between 0 and 1 the transform is blended with previous results.weight_maximum
(float): [Read-Only] Weight Maximum: The maximum of the weight - defaults to 1.0weight_minimum
(float): [Read-Only] Weight Minimum: The minimum of the weight - defaults to 0.0
- property bone_to_modify: Array[RigUnit_ModifyBoneTransforms_PerBone]¶
[Read-Write] Bone to Modify: The bones to modify.
- property mode: ControlRigModifyBoneMode¶
[Read-Only] Mode: Defines if the bone’s transform should be set in local or global space, additive or override.
- Type:
- property weight: float¶
[Read-Write] Weight: At 1 this sets the transform, between 0 and 1 the transform is blended with previous results.
- Type:
(float)