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 define

  • debug_settings (RigUnit_PointSimulation_DebugSettings): [Read-Write] Debug draw settings for this simulation

  • execute_context (RigVMExecuteContext): [Read-Write] * This property is used to chain multiple mutable nodes together

  • forces (Array[CRSimPointForce]): [Read-Write] The forces to apply

  • integrator_type (RigVMSimPointIntegrateType): [Read-Only] The type of integrator to use

  • 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.

  • links (Array[CRSimLinearSpring]): [Read-Write] The links to connect the points with

  • points (Array[RigVMSimPoint]): [Read-Write] The points to simulate

  • primary_aim_axis (Vector): [Read-Write] The primary axis to use for the aim

  • 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.

  • secondary_aim_axis (Vector): [Read-Write] The secondary axis to use for the aim

  • simulated_steps_per_second (float): [Read-Only] The frame rate of the simulation

  • verlet_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:

(RigVMFourPointBezier)

property bone_targets: None

[Read-Only] The bones to map to the simulated points.

Type:

(Array[RigUnit_PointSimulation_BoneTarget])

property collision_volumes: None

[Read-Write] The collision volumes to define

Type:

(Array[CRSimSoftCollision])

property debug_settings: RigUnit_PointSimulation_DebugSettings

[Read-Write] Debug draw settings for this simulation

Type:

(RigUnit_PointSimulation_DebugSettings)

property forces: None

[Read-Write] The forces to apply

Type:

(Array[CRSimPointForce])

property integrator_type: RigVMSimPointIntegrateType

[Read-Only] The type of integrator to use

Type:

(RigVMSimPointIntegrateType)

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)

[Read-Write] The links to connect the points with

Type:

(Array[CRSimLinearSpring])

property points: None

[Read-Write] The points to simulate

Type:

(Array[RigVMSimPoint])

property primary_aim_axis: Vector

[Read-Write] The primary axis to use for the aim

Type:

(Vector)

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)

property simulated_steps_per_second: float

[Read-Only] The frame rate of the simulation

Type:

(float)

property verlet_blend: float

[Read-Write] The amount of blending to apply per second ( only for verlet integrations )

Type:

(float)