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_PhysicsBaseMutable

Forces 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 together

  • 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.

  • number_of_frames (int32): [Read-Write] The number of frames to track the input pose for

  • physics_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:

(RigComponentKey)