unreal.RigUnit_ParentConstraint¶
- class unreal.RigUnit_ParentConstraint(execute_pin: RigVMExecutePin = [], child: RigElementKey = Ellipsis, maintain_offset: bool = False, filter: TransformFilter = Ellipsis, parents: None = [], advanced_settings: RigUnit_ParentConstraint_AdvancedSettings = Ellipsis, weight: float = 0.0)¶
Bases:
RigUnit_HighlevelBaseMutableConstrains an item’s transform to multiple items’ transforms
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_TransformConstraint.h
Editor Properties: (see get_editor_property/set_editor_property)
advanced_settings(RigUnit_ParentConstraint_AdvancedSettings): [Read-Write] The advanced settings of the constraint operationchild(RigElementKey): [Read-Write] The child to constrainexecute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherfilter(TransformFilter): [Read-Write] The filter to apply on the transformmaintain_offset(bool): [Read-Write] If True the offset will be computed based on the current delta between each child and parentparents(Array[ConstraintParent]): [Read-Write] The array of parents to constrain the child toweight(float): [Read-Write] The weight to use when applying the resulting transform to the child
- property advanced_settings: RigUnit_ParentConstraint_AdvancedSettings¶
[Read-Write] The advanced settings of the constraint operation
- property child: RigElementKey¶
[Read-Write] The child to constrain
- Type:
- property filter: TransformFilter¶
[Read-Write] The filter to apply on the transform
- Type:
- property maintain_offset: bool¶
[Read-Write] If True the offset will be computed based on the current delta between each child and parent
- Type:
(bool)