unreal.RigUnit_ProjectTransformToNewParent
¶
- class unreal.RigUnit_ProjectTransformToNewParent(child: RigElementKey = Ellipsis, child_initial: bool = False, old_parent: RigElementKey = Ellipsis, old_parent_initial: bool = False, new_parent: RigElementKey = Ellipsis, new_parent_initial: bool = False, transform: Transform = Ellipsis)¶
Bases:
RigUnit
Gets the relative offset between the child and the old parent, then multiplies by new parent’s transform.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_ProjectTransformToNewParent.h
Editor Properties: (see get_editor_property/set_editor_property)
child
(RigElementKey): [Read-Write] Child: The element to project between parentschild_initial
(bool): [Read-Write] Child Initial: If set to true the child will be retrieved in its initial transformnew_parent
(RigElementKey): [Read-Write] New Parent: The new parent of the child.new_parent_initial
(bool): [Read-Write] New Parent Initial: If set to true the new parent will be retrieved in its initial transformold_parent
(RigElementKey): [Read-Write] Old Parent: The original parent of the child. Can be an actual parent in the hierarchy or any other item you want to use to compute to offset against.old_parent_initial
(bool): [Read-Write] Old Parent Initial: If set to true the old parent will be retrieved in its initial transformtransform
(Transform): [Read-Write] Transform: The resulting transform
- property child: RigElementKey¶
[Read-Write] Child: The element to project between parents
- Type:
- property child_initial: bool¶
[Read-Write] Child Initial: If set to true the child will be retrieved in its initial transform
- Type:
(bool)
- property new_parent: RigElementKey¶
[Read-Write] New Parent: The new parent of the child.
- Type:
- property new_parent_initial: bool¶
[Read-Write] New Parent Initial: If set to true the new parent will be retrieved in its initial transform
- Type:
(bool)
- property old_parent: RigElementKey¶
[Read-Write] Old Parent: The original parent of the child. Can be an actual parent in the hierarchy or any other item you want to use to compute to offset against.
- Type: