unreal.RigUnit_SpawnDynamicsChains¶
- class unreal.RigUnit_SpawnDynamicsChains(execute_pin: RigVMExecutePin = [], dynamics_solver_component_key: RigComponentKey = Ellipsis, root_bones: None = [], chain_terminator_bones: None = [], element_include_mask: None = [], element_exclude_mask: None = [], extra_bones: None = [], particle_component_name: Name = 'None', particle_properties: RigDynamicsParticleProperties = Ellipsis, chain_curves: ParticleChainCurves = Ellipsis, collider_component_name: Name = 'None', colliders: None = [], particle_component_keys: None = [], collider_component_keys: None = [])¶
Bases:
RigUnit_DynamicsBaseMutableSpawns a new dynamics chain (or chains) Note: This node only runs as part of the construction event.
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsExecutionHelpers.h
Editor Properties: (see get_editor_property/set_editor_property)
chain_curves(ParticleChainCurves): [Read-Write] Multiplier curves applied along each chain (evaluated at the particle’s normalized along-chain position). Defaults to flat lines at 1.0 - no change from ParticleProperties.chain_terminator_bones(Array[RigElementKey]): [Read-Write] An array of bones that will terminate the chain search. Terminator bones will (if part of a chain) have particles created, but their children will not.collider_component_keys(Array[RigComponentKey]): [Read-Write] The collider component keys that were createdcollider_component_name(Name): [Read-Write] The name to give each collider component created by this node. The same base name is used on every owner bone, so the hierarchy will append unique suffixes whenever a clash occurs. ColliderComponentKeys is the authoritative list of actual names.colliders(Array[RigDynamicsShapeCollectionWithKey]): [Read-Write] Additional Colliders that are attached to bones and track the incoming animationdynamics_solver_component_key(RigComponentKey): [Read-Write] Optional solver - if valid then particles (etc) that are created will be added to this solver componentelement_exclude_mask(Array[RigElementKey]): [Read-Write] If this is empty, then no discovered bones will be excluded. Otherwise, bones in this list will not receive particles even when reached by the chain search.element_include_mask(Array[RigElementKey]): [Read-Write] If this is empty, then particles will be created for every bone discovered by the chain search. Otherwise, only bones that are also in this list will receive particles.execute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherextra_bones(Array[RigElementKey]): [Read-Write] Additional bones to be included (processed after other exclusions). Duplicates (bones already covered by RootBones or another ExtraBones entry) are ignored.particle_component_keys(Array[RigComponentKey]): [Read-Write] The particle component keys that were createdparticle_component_name(Name): [Read-Write] The name to give each particle component created by this node. The same base name is used on every owner bone, so the hierarchy will append unique suffixes whenever a clash occurs. ParticleComponentKeys is the authoritative list of actual names.particle_properties(RigDynamicsParticleProperties): [Read-Write] Basic properties for all the particles that are created. Note that the curves can be used to vary these properties along the chains.root_bones(Array[RigElementKey]): [Read-Write] An array of root bones. Each one of these will start a chain, which includes all its children/descendants. If a bone is reachable from more than one root (e.g. one root is an ancestor of another), it will only have a single particle created for it.
- property chain_curves: ParticleChainCurves¶
[Read-Write] Multiplier curves applied along each chain (evaluated at the particle’s normalized along-chain position). Defaults to flat lines at 1.0 - no change from ParticleProperties.
- Type:
- property chain_terminator_bones: None¶
[Read-Write] An array of bones that will terminate the chain search. Terminator bones will (if part of a chain) have particles created, but their children will not.
- Type:
- property collider_component_keys: None¶
[Read-Only] The collider component keys that were created
- Type:
- property collider_component_name: Name¶
[Read-Write] The name to give each collider component created by this node. The same base name is used on every owner bone, so the hierarchy will append unique suffixes whenever a clash occurs. ColliderComponentKeys is the authoritative list of actual names.
- Type:
(Name)
- property colliders: None¶
[Read-Write] Additional Colliders that are attached to bones and track the incoming animation
- Type:
- property dynamics_solver_component_key: RigComponentKey¶
[Read-Write] Optional solver - if valid then particles (etc) that are created will be added to this solver component
- Type:
- property element_exclude_mask: None¶
[Read-Write] If this is empty, then no discovered bones will be excluded. Otherwise, bones in this list will not receive particles even when reached by the chain search.
- Type:
- property element_include_mask: None¶
[Read-Write] If this is empty, then particles will be created for every bone discovered by the chain search. Otherwise, only bones that are also in this list will receive particles.
- Type:
- property extra_bones: None¶
[Read-Write] Additional bones to be included (processed after other exclusions). Duplicates (bones already covered by RootBones or another ExtraBones entry) are ignored.
- Type:
- property particle_component_keys: None¶
[Read-Only] The particle component keys that were created
- Type:
- property particle_component_name: Name¶
[Read-Write] The name to give each particle component created by this node. The same base name is used on every owner bone, so the hierarchy will append unique suffixes whenever a clash occurs. ParticleComponentKeys is the authoritative list of actual names.
- Type:
(Name)
- property particle_properties: RigDynamicsParticleProperties¶
[Read-Write] Basic properties for all the particles that are created. Note that the curves can be used to vary these properties along the chains.
- Type: