unreal.RigUnit_SplineConstraint
¶
- class unreal.RigUnit_SplineConstraint(execute_context: ControlRigExecuteContext = [], items: None = [], spline: ControlRigSpline = [], alignment: ControlRigCurveAlignment = Ellipsis, minimum: float = 0.0, maximum: float = 0.0, primary_axis: Vector = Ellipsis, secondary_axis: Vector = Ellipsis, propagate_to_children: bool = False)¶
Bases:
RigUnit_HighlevelBaseMutable
Fits a given chain to a spline curve. Additionally provides rotational control matching the features of the Distribute Rotation node.
C++ Source:
Plugin: ControlRigSpline
Module: ControlRigSpline
File: ControlRigSplineUnits.h
Editor Properties: (see get_editor_property/set_editor_property)
alignment
(ControlRigCurveAlignment): [Read-Only] Specifies how to align the chain on the curveexecute_context
(ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units togetheritems
(Array[RigElementKey]): [Read-Write] The items to alignmaximum
(float): [Read-Write] The maximum U value to use on the curveminimum
(float): [Read-Write] The minimum U value to use on the curveprimary_axis
(Vector): [Read-Write]propagate_to_children
(bool): [Read-Only] If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.secondary_axis
(Vector): [Read-Write]spline
(ControlRigSpline): [Read-Write] The curve to align to
- property alignment: ControlRigCurveAlignment¶
[Read-Only] Specifies how to align the chain on the curve
- Type:
- property propagate_to_children: bool¶
[Read-Only] If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.
- Type:
(bool)
- property spline: ControlRigSpline¶
[Read-Write] The curve to align to
- Type: