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_DynamicsBaseMutable

Spawns 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 created

  • 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.

  • colliders (Array[RigDynamicsShapeCollectionWithKey]): [Read-Write] Additional Colliders that are attached to bones and track the incoming animation

  • dynamics_solver_component_key (RigComponentKey): [Read-Write] Optional solver - if valid then particles (etc) that are created will be added to this solver component

  • element_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 together

  • extra_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 created

  • 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.

  • 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:

(ParticleChainCurves)

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:

(Array[RigElementKey])

property collider_component_keys: None

[Read-Only] The collider component keys that were created

Type:

(Array[RigComponentKey])

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:

(Array[RigDynamicsShapeCollectionWithKey])

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:

(RigComponentKey)

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:

(Array[RigElementKey])

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:

(Array[RigElementKey])

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:

(Array[RigElementKey])

property particle_component_keys: None

[Read-Only] The particle component keys that were created

Type:

(Array[RigComponentKey])

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:

(RigDynamicsParticleProperties)

property root_bones: None

[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.

Type:

(Array[RigElementKey])