unreal.RigUnit_MultiFABRIK
¶
- class unreal.RigUnit_MultiFABRIK(execute_context: ControlRigExecuteContext = [], root_bone: Name = 'None', effectors: Array[RigUnit_MultiFABRIK_EndEffector] = [], precision: float = 0.0, propagate_to_children: bool = False, max_iterations: int = 0)¶
Bases:
RigUnit_HighlevelBaseMutable
The FABRIK solver can solve multi chains within a root using multi effectors the Forward and Backward Reaching Inverse Kinematics algorithm. For now this node supports single effector chains only.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_MultiFABRIK.h
Editor Properties: (see get_editor_property/set_editor_property)
effectors
(Array[RigUnit_MultiFABRIK_EndEffector]): [Read-Write] Effectorsexecute_context
(ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units togethermax_iterations
(int32): [Read-Write] Max Iterations: The maximum number of iterations. Values between 4 and 16 are common.precision
(float): [Read-Only] Precision: The precision to use for the fabrik solverpropagate_to_children
(bool): [Read-Write] Propagate to Children: If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.root_bone
(Name): [Read-Write] Root Bone: The first bone in the chain to solve
- property effectors: Array[RigUnit_MultiFABRIK_EndEffector]¶
[Read-Write] Effectors
- Type:
- property max_iterations: int¶
[Read-Write] Max Iterations: The maximum number of iterations. Values between 4 and 16 are common.
- Type:
(int32)
- property precision: float¶
[Read-Only] Precision: The precision to use for the fabrik solver
- Type:
(float)