unreal.RigUnit_SetControlRotator

class unreal.RigUnit_SetControlRotator(execute_context: ControlRigExecuteContext = [], control: Name = 'None', weight: float = 0.0, rotator: Rotator = Ellipsis, space: RigVMTransformSpace = Ellipsis)

Bases: RigUnitMutable

SetControlRotator is used to perform a change in the hierarchy by setting a single control’s Rotator value.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_SetControlTransform.h

Editor Properties: (see get_editor_property/set_editor_property)

  • control (Name): [Read-Write] The name of the Control to set the transform for.

  • execute_context (ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units together

  • rotator (Rotator): [Read-Write] The transform value to set for the given Control.

  • space (RigVMTransformSpace): [Read-Write] Defines if the bone’s transform 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 control: Name

[Read-Write] The name of the Control to set the transform for.

Type:

(Name)

property rotator: Rotator

[Read-Write] The transform value to set for the given Control.

Type:

(Rotator)

property space: RigVMTransformSpace

[Read-Write] Defines if the bone’s transform should be set in local or global space.

Type:

(RigVMTransformSpace)

property weight: float

[Read-Write] The weight of the change - how much the change should be applied

Type:

(float)