unreal.RigUnit_SetBoneInitialTransform
¶
- class unreal.RigUnit_SetBoneInitialTransform(execute_context: ControlRigExecuteContext = [], bone: Name = 'None', transform: Transform = Ellipsis, result: Transform = Ellipsis, space: RigVMTransformSpace = Ellipsis, propagate_to_children: bool = False)¶
Bases:
RigUnitMutable
SetBoneInitialTransform is used to perform a change in the hierarchy by setting a single bone’s transform.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_SetBoneInitialTransform.h
Editor Properties: (see get_editor_property/set_editor_property)
bone
(Name): [Read-Write] The name of the Bone to set the transform for.execute_context
(ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units togetherpropagate_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.result
(Transform): [Read-Write] The transform value result (after weighting)space
(RigVMTransformSpace): [Read-Write] Defines if the bone’s transform should be set in local or global space.transform
(Transform): [Read-Write] The transform value to set for the given Bone.
- 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 space: RigVMTransformSpace¶
[Read-Write] Defines if the bone’s transform should be set in local or global space.
- Type: