unreal.RigUnit_PointSimulation
¶
- class unreal.RigUnit_PointSimulation(execute_context: RigVMExecuteContext = [], points: None = [], links: None = [], forces: None = [], collision_volumes: None = [], simulated_steps_per_second: float = 0.0, integrator_type: RigVMSimPointIntegrateType = Ellipsis, verlet_blend: float = 0.0, bone_targets: None = [], limit_local_position: bool = False, propagate_to_children: bool = False, primary_aim_axis: Vector = Ellipsis, secondary_aim_axis: Vector = Ellipsis, debug_settings: RigUnit_PointSimulation_DebugSettings = Ellipsis, bezier: RigVMFourPointBezier = [])¶
Bases:
RigVMFunction_SimBaseMutable
Performs point based simulation Note: Disabled for now.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_PointSimulation.h
Editor Properties: (see get_editor_property/set_editor_property)
bezier
(RigVMFourPointBezier): [Read-Write] If the simulation has at least four points they will be stored in here.bone_targets
(Array[RigUnit_PointSimulation_BoneTarget]): [Read-Only] The bones to map to the simulated points.collision_volumes
(Array[CRSimSoftCollision]): [Read-Write] The collision volumes to definedebug_settings
(RigUnit_PointSimulation_DebugSettings): [Read-Write] Debug draw settings for this simulationexecute_context
(RigVMExecuteContext): [Read-Write] * This property is used to chain multiple mutable nodes togetherforces
(Array[CRSimPointForce]): [Read-Write] The forces to applyintegrator_type
(RigVMSimPointIntegrateType): [Read-Only] The type of integrator to uselimit_local_position
(bool): [Read-Write] If set to true bones are placed within the original distance of the previous local transform. This can be used to avoid stretch.links
(Array[CRSimLinearSpring]): [Read-Write] The links to connect the points withpoints
(Array[RigVMSimPoint]): [Read-Write] The points to simulateprimary_aim_axis
(Vector): [Read-Write] The primary axis to use for the aimpropagate_to_children
(bool): [Read-Only] 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.secondary_aim_axis
(Vector): [Read-Write] The secondary axis to use for the aimsimulated_steps_per_second
(float): [Read-Only] The frame rate of the simulationverlet_blend
(float): [Read-Write] The amount of blending to apply per second ( only for verlet integrations )
- property bezier: RigVMFourPointBezier¶
[Read-Only] If the simulation has at least four points they will be stored in here.
- Type:
- property debug_settings: RigUnit_PointSimulation_DebugSettings¶
[Read-Write] Debug draw settings for this simulation
- property integrator_type: RigVMSimPointIntegrateType¶
[Read-Only] The type of integrator to use
- Type:
- property limit_local_position: bool¶
[Read-Write] If set to true bones are placed within the original distance of the previous local transform. This can be used to avoid stretch.
- Type:
(bool)
- property propagate_to_children: bool¶
[Read-Only] 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.
- Type:
(bool)
- property secondary_aim_axis: Vector¶
[Read-Write] The secondary axis to use for the aim
- Type:
(Vector)