unreal.RigUnit_SpawnDynamicsConstraint¶
- class unreal.RigUnit_SpawnDynamicsConstraint(execute_pin: RigVMExecutePin = [], owner: RigElementKey = Ellipsis, dynamics_solver_component_key: RigComponentKey = Ellipsis, constraint_component_name: Name = 'None', parent_component_key: RigComponentKey = Ellipsis, child_component_key: RigComponentKey = Ellipsis, constraint_type: RigParticleSimulationConstraintType = Ellipsis, strength: float = 0.0, damping_ratio: float = 0.0, extra_damping: float = 0.0, acceleration_mode: bool = False, length_multiplier: float = 0.0, extra_length: float = 0.0, dynamics_constraint_component_key: RigComponentKey = Ellipsis)¶
Bases:
RigUnit_DynamicsBaseMutableSpawns a new dynamics constraint component. Note: This node only runs as part of the construction event.
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsConstraintExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
acceleration_mode(bool): [Read-Write] For soft constraints: When true, Strength is a mass-independent natural frequency. When false, the spring/damper acts as a true force, so heavier particles oscillate more slowly. For hard constraints, this has no effect.child_component_key(RigComponentKey): [Read-Write] The child particle for the constraintconstraint_component_name(Name): [Read-Write] The name to give the new constraint 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 DynamicsConstraintComponentKey to find the name that was actually assigned.constraint_type(RigParticleSimulationConstraintType): [Read-Write] If the constraint is marked as “hard”, then the system will try as hard as possible to enforce it. This will also be a little cheaper than making a soft constraint.damping_ratio(float): [Read-Write] DampingRatio for the constraintdynamics_constraint_component_key(RigComponentKey): [Read-Write] The Dynamics Constraint component key that was createddynamics_solver_component_key(RigComponentKey): [Read-Write] Optional solver - if set, it will be added to this solver componentexecute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherextra_damping(float): [Read-Write] Additional damping for the constraintextra_length(float): [Read-Write] This will be added on to the target length after the automatic/multiplicationlength_multiplier(float): [Read-Write] The target length will be calculated automatically, multiplied by thisowner(RigElementKey): [Read-Write] The owner of the newly created component (must be set/valid)parent_component_key(RigComponentKey): [Read-Write] The parent particle for the constraintstrength(float): [Read-Write] The strength which we drive towards the target length. This is the oscillation frequency, so low values will be soft and springy, but values significantly above 1/timestep will track the target very accurately.
- property acceleration_mode: bool¶
When true, Strength is a mass-independent natural frequency. When false, the spring/damper acts as a true force, so heavier particles oscillate more slowly. For hard constraints, this has no effect.
- Type:
(bool)
- Type:
[Read-Write] For soft constraints
- property child_component_key: RigComponentKey¶
[Read-Write] The child particle for the constraint
- Type:
- property constraint_component_name: Name¶
[Read-Write] The name to give the new constraint 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 DynamicsConstraintComponentKey to find the name that was actually assigned.
- Type:
(Name)
- property constraint_type: RigParticleSimulationConstraintType¶
[Read-Write] If the constraint is marked as “hard”, then the system will try as hard as possible to enforce it. This will also be a little cheaper than making a soft constraint.
- property dynamics_constraint_component_key: RigComponentKey¶
[Read-Only] The Dynamics Constraint component key that was created
- Type:
- property dynamics_solver_component_key: RigComponentKey¶
[Read-Write] Optional solver - if set, it will be added to this solver component
- Type:
- property extra_length: float¶
[Read-Write] This will be added on to the target length after the automatic/multiplication
- Type:
(float)
- property length_multiplier: float¶
[Read-Write] The target length will be calculated automatically, multiplied by this
- Type:
(float)
- property owner: RigElementKey¶
[Read-Write] The owner of the newly created component (must be set/valid)
- Type:
- property parent_component_key: RigComponentKey¶
[Read-Write] The parent particle for the constraint
- Type: