unreal.RigUnit_SetScale
¶
- class unreal.RigUnit_SetScale(execute_context: ControlRigExecuteContext = [], item: RigElementKey = Ellipsis, space: RigVMTransformSpace = Ellipsis, initial: bool = False, scale: Vector = Ellipsis, weight: float = 0.0, propagate_to_children: bool = False)¶
Bases:
RigUnitMutable
SetScale is used to set a single scale on hierarchy.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_SetTransform.h
Editor Properties: (see get_editor_property/set_editor_property)
execute_context
(ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units togetherinitial
(bool): [Read-Write] Defines if the transform should be set as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.item
(RigElementKey): [Read-Write] The item to set the scale forpropagate_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.scale
(Vector): [Read-Write] The new scale of the given itemspace
(RigVMTransformSpace): [Read-Write] Defines if the scale should be set in local or global spaceweight
(float): [Read-Write] Defines how much the change will be applied
- property initial: bool¶
[Read-Write] Defines if the transform should be set 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 item: RigElementKey¶
[Read-Write] The item to set the scale for
- Type:
- 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 space: RigVMTransformSpace¶
[Read-Write] Defines if the scale should be set in local or global space
- Type: