unreal.RigUnit_SpringIK
¶
- class unreal.RigUnit_SpringIK(execute_context: ControlRigExecuteContext = [], start_bone: Name = 'None', end_bone: Name = 'None', hierarchy_strength: float = 0.0, effector_strength: float = 0.0, effector_ratio: float = 0.0, root_strength: float = 0.0, root_ratio: float = 0.0, damping: float = 0.0, pole_vector: Vector = Ellipsis, flip_pole_plane: bool = False, pole_vector_kind: ControlRigVectorKind = Ellipsis, pole_vector_space: Name = 'None', primary_axis: Vector = Ellipsis, secondary_axis: Vector = Ellipsis, live_simulation: bool = False, iterations: int = 0, limit_local_position: bool = False, propagate_to_children: bool = False, debug_settings: RigUnit_SpringIK_DebugSettings = Ellipsis)¶
Bases:
RigUnit_HighlevelBaseMutable
The Spring IK solver uses a verlet integrator to perform an IK solve. It support custom constraints including distance, length etc. Note: This node operates in world space!
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_SpringIK.h
Editor Properties: (see get_editor_property/set_editor_property)
damping
(float): [Read-Only] Damping: The higher the value to more quickly the simulation calms down. Values between 0.0001 and 0.75 are common.debug_settings
(RigUnit_SpringIK_DebugSettings): [Read-Write] Debug Settings: The debug setting for the nodeeffector_ratio
(float): [Read-Only] Effector Ratio: Defines the equilibrium of the effector springs. This value ranges from 0.0 (zero distance) to 1.0 (distance in initial pose)effector_strength
(float): [Read-Only] Effector Strength: Sets the coefficient of the springs towards the effector. Values between 1 and 2048 are common.end_bone
(Name): [Read-Write] End Bone: The name of the second bone to solveexecute_context
(ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units togetherflip_pole_plane
(bool): [Read-Write] Flip Pole Plane: If set to true the pole plane will be flippedhierarchy_strength
(float): [Read-Only] Hierarchy Strength: Sets the coefficient of the springs along the hierarchy. Values between 1 and 2048 are common.iterations
(int32): [Read-Only] Iterations: Drives how precise the solver operates. Values between 4 and 24 are common. This is only used if the simulation is not live (bLiveSimulation setting).limit_local_position
(bool): [Read-Write] Limit Local Position: If set to true bones are placed within the original distance of the previous local transform. This can be used to avoid stretch.live_simulation
(bool): [Read-Write] Live Simulation: If set to true simulation will continue for all intermediate bones over time.pole_vector
(Vector): [Read-Write] Pole Vector: The polevector to use for the IK solver This can be a location or direction.pole_vector_kind
(ControlRigVectorKind): [Read-Write] Pole Vector Kind: The kind of pole vector this is representing - can be a direction or a locationpole_vector_space
(Name): [Read-Write] Pole Vector Space: The space in which the pole vector is expressedprimary_axis
(Vector): [Read-Write] Primary Axis: The major axis being aligned - along the bonepropagate_to_children
(bool): [Read-Only] Propagate to Children: 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.root_ratio
(float): [Read-Only] Root Ratio: Defines the equilibrium of the root springs. This value ranges from 0.0 (zero distance) to 1.0 (distance in initial pose)root_strength
(float): [Read-Only] Root Strength: Sets the coefficient of the springs towards the root. Values between 1 and 2048 are common.secondary_axis
(Vector): [Read-Write] Secondary Axis: The minor axis being aligned - towards the pole vectorstart_bone
(Name): [Read-Write] Start Bone: The name of the first bone to solve
- property damping: float¶
[Read-Only] Damping: The higher the value to more quickly the simulation calms down. Values between 0.0001 and 0.75 are common.
- Type:
(float)
- property debug_settings: RigUnit_SpringIK_DebugSettings¶
[Read-Write] Debug Settings: The debug setting for the node
- Type:
- property effector_ratio: float¶
[Read-Only] Effector Ratio: Defines the equilibrium of the effector springs. This value ranges from 0.0 (zero distance) to 1.0 (distance in initial pose)
- Type:
(float)
- property effector_strength: float¶
[Read-Only] Effector Strength: Sets the coefficient of the springs towards the effector. Values between 1 and 2048 are common.
- Type:
(float)
- property flip_pole_plane: bool¶
[Read-Write] Flip Pole Plane: If set to true the pole plane will be flipped
- Type:
(bool)
- property hierarchy_strength: float¶
[Read-Only] Hierarchy Strength: Sets the coefficient of the springs along the hierarchy. Values between 1 and 2048 are common.
- Type:
(float)
- property iterations: int¶
[Read-Only] Iterations: Drives how precise the solver operates. Values between 4 and 24 are common. This is only used if the simulation is not live (bLiveSimulation setting).
- Type:
(int32)
- property limit_local_position: bool¶
[Read-Write] Limit Local Position: If set to true bones are placed within the original distance of the previous local transform. This can be used to avoid stretch.
- Type:
(bool)
- property live_simulation: bool¶
[Read-Write] Live Simulation: If set to true simulation will continue for all intermediate bones over time.
- Type:
(bool)
- property pole_vector: Vector¶
[Read-Write] Pole Vector: The polevector to use for the IK solver This can be a location or direction.
- Type:
(Vector)
- property pole_vector_kind: ControlRigVectorKind¶
[Read-Write] Pole Vector Kind: The kind of pole vector this is representing - can be a direction or a location
- Type:
- property pole_vector_space: Name¶
[Read-Write] Pole Vector Space: The space in which the pole vector is expressed
- Type:
(Name)
- property primary_axis: Vector¶
[Read-Write] Primary Axis: The major axis being aligned - along the bone
- Type:
(Vector)
- property propagate_to_children: bool¶
[Read-Only] Propagate to Children: 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 root_ratio: float¶
[Read-Only] Root Ratio: Defines the equilibrium of the root springs. This value ranges from 0.0 (zero distance) to 1.0 (distance in initial pose)
- Type:
(float)
- property root_strength: float¶
[Read-Only] Root Strength: Sets the coefficient of the springs towards the root. Values between 1 and 2048 are common.
- Type:
(float)