unreal.RigUnit_SlideChain
¶
- class unreal.RigUnit_SlideChain(execute_context: ControlRigExecuteContext = [], start_bone: Name = 'None', end_bone: Name = 'None', slide_amount: float = 0.0, propagate_to_children: bool = False)¶
Bases:
RigUnit_HighlevelBaseMutable
Slides an existing chain along itself with control over extrapolation.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_SlideChain.h
Editor Properties: (see get_editor_property/set_editor_property)
end_bone
(Name): [Read-Write] End Bone: The name of the last bone to slideexecute_context
(ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units togetherpropagate_to_children
(bool): [Read-Only] Propagate to Children: If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.slide_amount
(float): [Read-Write] Slide Amount: The amount of sliding. This unit is multiple of the chain length.start_bone
(Name): [Read-Write] Start Bone: The name of the first bone to slide
- property propagate_to_children: bool¶
[Read-Only] Propagate to Children: If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.
- Type:
(bool)