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 for

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

  • parent (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 parent

  • weight (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:

(RigElementKey)

property parent: RigElementKey

[Read-Write] The parent item to use. The child transform will be set in the space of the parent.

Type:

(RigElementKey)

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)

property value: Quat

[Read-Write] The transform of the child item relative to the provided parent

Type:

(Quat)

property weight: float

[Read-Write] Defines how much the change will be applied

Type:

(float)