unreal.RigUnit_SetTranslation
¶
- class unreal.RigUnit_SetTranslation(execute_context: ControlRigExecuteContext = [], item: RigElementKey = Ellipsis, space: RigVMTransformSpace = Ellipsis, initial: bool = False, value: Vector = Ellipsis, weight: float = 0.0, propagate_to_children: bool = False)¶
Bases:
RigUnitMutable
SetTranslation is used to set a single translation 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 translation 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.space
(RigVMTransformSpace): [Read-Write] Defines if the translation should be set in local or global spacevalue
(Vector): [Read-Write] The new translation of the given itemweight
(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 translation 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 translation should be set in local or global space
- Type: