unreal.RigUnit_SetRelativeRotationForItem
¶
- class unreal.RigUnit_SetRelativeRotationForItem(execute_context: ControlRigExecuteContext = [], child: RigElementKey = Ellipsis, parent: RigElementKey = Ellipsis, parent_initial: bool = False, value: Quat = Ellipsis, weight: float = 0.0, propagate_to_children: bool = False)¶
Bases:
RigUnitMutable
SetRelativeRotation is used to set a single rotation from a hierarchy in the space of another item
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_SetRelativeTransform.h
Editor Properties: (see get_editor_property/set_editor_property)
child
(RigElementKey): [Read-Write] The child item to set the transform forexecute_context
(ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units togetherparent
(RigElementKey): [Read-Write] The parent item to use. The child transform will be set in the space of the parent.parent_initial
(bool): [Read-Write] Defines if the parent’s transform should be determined as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.propagate_to_children
(bool): [Read-Write] If set to true children of affected items in the hierarchy will follow the transform change - otherwise only the parent will move.value
(Quat): [Read-Write] The transform of the child item relative to the provided parentweight
(float): [Read-Write] Defines how much the change will be applied
- property child: RigElementKey¶
[Read-Write] The child item to set the transform for
- Type:
- property parent: RigElementKey¶
[Read-Write] The parent item to use. The child transform will be set in the space of the parent.
- Type:
- property parent_initial: bool¶
[Read-Write] Defines if the parent’s transform should be determined as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.
- Type:
(bool)
- property propagate_to_children: bool¶
[Read-Write] If set to true children of affected items in the hierarchy will follow the transform change - otherwise only the parent will move.
- Type:
(bool)