unreal.RigUnit_TrackInputPose¶
- class unreal.RigUnit_TrackInputPose(execute_pin: RigVMExecutePin = [], physics_solver_component_key: RigComponentKey = Ellipsis, number_of_frames: int = 0, force_number_of_frames: bool = False)¶
Bases:
RigUnit_PhysicsBaseMutableForces tracking of the input animation (on all physics bodies) for the next N frames
C++ Source:
Plugin: ControlRigPhysics
Module: ControlRigPhysics
File: RigPhysicsExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
execute_pin(RigVMExecutePin): [Read-Write] * This property is used to chain multiple mutable units togetherforce_number_of_frames(bool): [Read-Write] If true, then the number will be forced, potentially reducing the number. If false, then the NumberOfFrames will only be used to increase the number of frames remaining.number_of_frames(int32): [Read-Write] The number of frames to track the input pose forphysics_solver_component_key(RigComponentKey): [Read-Write] The solver to relate this new physics element to
- property force_number_of_frames: bool¶
[Read-Write] If true, then the number will be forced, potentially reducing the number. If false, then the NumberOfFrames will only be used to increase the number of frames remaining.
- Type:
(bool)
- property number_of_frames: int¶
[Read-Write] The number of frames to track the input pose for
- Type:
(int32)
- property physics_solver_component_key: RigComponentKey¶
[Read-Write] The solver to relate this new physics element to
- Type: