unreal.RigUnit_PropagateTransform
¶
- class unreal.RigUnit_PropagateTransform(execute_context: ControlRigExecuteContext = [], item: RigElementKey = Ellipsis, recompute_global: bool = False, apply_to_children: bool = False, recursive: bool = False)¶
Bases:
RigUnitMutable
Propagate Transform can be used to force a recalculation of a bone’s global transform from its local - as well as propagating that change onto the children.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_PropagateTransform.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_to_children
(bool): [Read-Write] If set to true the direct children of this item will be recomputed as well. Combined with bRecursive all children will be affected recursively.execute_context
(ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units togetheritem
(RigElementKey): [Read-Write] The item to offset the transform forrecompute_global
(bool): [Read-Write] If set to true the item’s global transform will be recomputed from its parent’s transform and its local.recursive
(bool): [Read-Write] If set to true and with bApplyToChildren enabled all children will be affected recursively.
- property apply_to_children: bool¶
[Read-Write] If set to true the direct children of this item will be recomputed as well. Combined with bRecursive all children will be affected recursively.
- Type:
(bool)
- property item: RigElementKey¶
[Read-Write] The item to offset the transform for
- Type: