unreal.RigUnit_SetBoneRotation¶
- class unreal.RigUnit_SetBoneRotation(execute_pin: RigVMExecutePin = [], bone: Name = 'None', rotation: Quat = Ellipsis, space: RigVMTransformSpace = Ellipsis, weight: float = 0.0, propagate_to_children: bool = False)¶
Bases:
RigUnitMutableSetBoneRotation is used to perform a change in the hierarchy by setting a single bone’s rotation.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_SetBoneRotation.h
Editor Properties: (see get_editor_property/set_editor_property)
bone(Name): [Read-Write] The name of the Bone to set the rotation for.execute_pin(RigVMExecutePin): [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.rotation(Quat): [Read-Write] The rotation value to set for the given Bone.space(RigVMTransformSpace): [Read-Write] Defines if the bone’s rotation should be set in local or global space.weight(float): [Read-Write] The weight of the change - how much the change should be applied
- 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 rotation should be set in local or global space.
- Type: