unreal.RigUnit_SpawnDynamicsSolver1¶
- class unreal.RigUnit_SpawnDynamicsSolver1(execute_pin: RigVMExecutePin = [], owner: RigElementKey = Ellipsis, solver_component_name: Name = 'None', settings: RigDynamicsSolverSettings = Ellipsis, teleport_detection: RigDynamicsTeleportDetectionSettings = Ellipsis, space_motion: RigDynamicsSimulationSpaceMotion = Ellipsis, dynamics_solver_component_key: RigComponentKey = Ellipsis)¶
Bases:
RigUnit_DynamicsBaseMutableSpawns a new dynamics solver as a component on the owner element. Note: This node only runs as part of the construction event.
C++ Source:
Plugin: ControlRigDynamics
Module: ControlRigDynamics
File: RigDynamicsSolverExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
dynamics_solver_component_key(RigComponentKey): [Read-Write] The solver component key that was createdexecute_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)settings(RigDynamicsSolverSettings): [Read-Write] Solver settingssolver_component_name(Name): [Read-Write] The name to give the new solver 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 DynamicsSolverComponentKey to find the name that was actually assigned.space_motion(RigDynamicsSimulationSpaceMotion): [Read-Write] How the simulation-space linear/angular velocity and acceleration are conditioned (vertical scale + clamps) before being passed to the inertial pseudo-forces and the air/ether drag effects. These do not affect teleport detection.teleport_detection(RigDynamicsTeleportDetectionSettings): [Read-Write] Teleport-detection thresholds based on the movement of the simulation space. These operate on raw deltas in the simulation-space transform (not on the animation pose itself). When any threshold is crossed the solver zeroes velocities/accelerations for the frame without resetting the simulation pose.
- property dynamics_solver_component_key: RigComponentKey¶
[Read-Only] The solver component key that was created
- Type:
- property owner: RigElementKey¶
[Read-Write] The owner of the newly created component (must be set/valid)
- Type:
- property settings: RigDynamicsSolverSettings¶
[Read-Write] Solver settings
- Type:
- property solver_component_name: Name¶
[Read-Write] The name to give the new solver 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 DynamicsSolverComponentKey to find the name that was actually assigned.
- Type:
(Name)
- property space_motion: RigDynamicsSimulationSpaceMotion¶
[Read-Write] How the simulation-space linear/angular velocity and acceleration are conditioned (vertical scale + clamps) before being passed to the inertial pseudo-forces and the air/ether drag effects. These do not affect teleport detection.
- Type:
- property teleport_detection: RigDynamicsTeleportDetectionSettings¶
[Read-Write] Teleport-detection thresholds based on the movement of the simulation space. These operate on raw deltas in the simulation-space transform (not on the animation pose itself). When any threshold is crossed the solver zeroes velocities/accelerations for the frame without resetting the simulation pose.