unreal.RigUnit_SpawnDynamicsCollider¶
- class unreal.RigUnit_SpawnDynamicsCollider(execute_pin: RigVMExecutePin = [], owner: RigElementKey = Ellipsis, dynamics_solver_component_key: RigComponentKey = Ellipsis, collider_component_name: Name = 'None', shapes: RigDynamicsShapeCollection = Ellipsis, dynamics_collider_component_key: RigComponentKey = Ellipsis)¶
Bases:
RigUnit_DynamicsBaseMutableSpawns a new dynamics collider as a component on the owner element. These colliders track the input pose, but do not track the simulated pose - so don’t expect good results if you enable collisions between particles and colliders that are attached to bones that are themselves simulated. Note: This node only runs as part of the construction event.
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsColliderExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
collider_component_name(Name): [Read-Write] The name to give the new collider component. Only used as a starting point - if another component with this name already exists on the owner element, the hierarchy will append a unique suffix. Read DynamicsColliderComponentKey to find the name that was actually assigned.dynamics_collider_component_key(RigComponentKey): [Read-Write] The Dynamics Collider component key that was createddynamics_solver_component_key(RigComponentKey): [Read-Write] Optional solver - if set (and valid), it will be added to this solver componentexecute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherowner(RigElementKey): [Read-Write] The owner of the newly created component (must be set/valid)shapes(RigDynamicsShapeCollection): [Read-Write] The collider shapes
- property collider_component_name: Name¶
[Read-Write] The name to give the new collider component. Only used as a starting point - if another component with this name already exists on the owner element, the hierarchy will append a unique suffix. Read DynamicsColliderComponentKey to find the name that was actually assigned.
- Type:
(Name)
- property dynamics_collider_component_key: RigComponentKey¶
[Read-Only] The Dynamics Collider component key that was created
- Type:
- property dynamics_solver_component_key: RigComponentKey¶
[Read-Write] Optional solver - if set (and valid), it will be added to this solver component
- Type:
- property owner: RigElementKey¶
[Read-Write] The owner of the newly created component (must be set/valid)
- Type:
- property shapes: RigDynamicsShapeCollection¶
[Read-Write] The collider shapes
- Type: