unreal.RigUnit_PoseAssetApplyAllPoses¶
- class unreal.RigUnit_PoseAssetApplyAllPoses(pose_asset: PoseAsset = Ellipsis, execute_pin: RigVMExecutePin = [], items: None = [], apply_transforms: bool = False, apply_curves: bool = False, propagate_to_children: bool = False, success: bool = False)¶
Bases:
RigUnit_PoseAssetBaseApplies all poses to the hierarchy. The weights per pose are determined based on the curve values with matching names.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_PoseAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_curves(bool): [Read-Write] If True the curve values will be appliedapply_transforms(bool): [Read-Write] If True the bone transforms will be appliedexecute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetheritems(Array[RigElementKey]): [Read-Write] The optional list of items to apply the poses to. If this is empty the poses will be retrieved for all items.pose_asset(PoseAsset): [Read-Write] The pose asset to retrieve data frompropagate_to_children(bool): [Read-Write] If set to true the transforms of the children of affected bones will be recalculated based on their local transforms.success(bool): [Read-Write] True if the transforms were retrieved successfully from the pose asset
- property apply_transforms: bool¶
[Read-Write] If True the bone transforms will be applied
- Type:
(bool)
- property execute_pin: RigVMExecutePin¶
[Read-Write] This property is used to chain multiple mutable units together
- Type:
- property items: None¶
[Read-Write] The optional list of items to apply the poses to. If this is empty the poses will be retrieved for all items.
- Type: