unreal.RigUnit_PoseLoop¶
- class unreal.RigUnit_PoseLoop(execute_pin: RigVMExecutePin = [], pose: RigPose = [], item: RigElementKey = Ellipsis, global_transform: Transform = Ellipsis, local_transform: Transform = Ellipsis, curve_value: float = 0.0, index: int = 0, count: int = 0, ratio: float = 0.0, completed: ControlRigExecuteContext = [])¶
Bases:
RigUnit_HierarchyBaseMutableGiven a pose, execute iteratively across all items in the pose
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_Hierarchy.h
Editor Properties: (see get_editor_property/set_editor_property)
completed(ControlRigExecuteContext): [Read-Write] The branch to run when the loop has completedcount(int32): [Read-Write] The overall count of entries in the posecurve_value(float): [Read-Write] The curve value for the current pose entryexecute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherglobal_transform(Transform): [Read-Write] The global transform for the current pose entryindex(int32): [Read-Write] The index of the current pose entryitem(RigElementKey): [Read-Write] The item for the current pose entrylocal_transform(Transform): [Read-Write] The local transform for the current pose entrypose(RigPose): [Read-Write] The pose to loop overratio(float): [Read-Write] Ranging from 0.0 (first item) and 1.0 (last item) This is useful to drive a consecutive node with a curve or an ease to distribute a value.
- property completed: ControlRigExecuteContext¶
[Read-Only] The branch to run when the loop has completed
- Type:
- property global_transform: Transform¶
[Read-Only] The global transform for the current pose entry
- Type:
- property item: RigElementKey¶
[Read-Only] The item for the current pose entry
- Type: