unreal.RigUnit_TransformConstraint
¶
- class unreal.RigUnit_TransformConstraint(execute_context: ControlRigExecuteContext = [], bone: Name = 'None', base_transform_space: TransformSpaceMode = Ellipsis, base_transform: Transform = Ellipsis, base_bone: Name = 'None', targets: Array[ConstraintTarget] = [], use_initial_transforms: bool = False)¶
Bases:
RigUnit_HighlevelBaseMutable
Rig Unit Transform Constraint
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_TransformConstraint.h
Editor Properties: (see get_editor_property/set_editor_property)
base_bone
(Name): [Read-Write] Base Bone: Transform op option. Use if ETransformSpace is BaseJointbase_transform
(Transform): [Read-Write] Base Transform: Transform op option. Use if ETransformSpace is BaseTransformbase_transform_space
(TransformSpaceMode): [Read-Write] Base Transform Spacebone
(Name): [Read-Write] Boneexecute_context
(ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units togethertargets
(Array[ConstraintTarget]): [Read-Write] Targetsuse_initial_transforms
(bool): [Read-Only] Use Initial Transforms: If checked the initial transform will be used for the constraint data
- property base_bone: Name¶
[Read-Write] Base Bone: Transform op option. Use if ETransformSpace is BaseJoint
- Type:
(Name)
- property base_transform: Transform¶
[Read-Write] Base Transform: Transform op option. Use if ETransformSpace is BaseTransform
- Type:
- property base_transform_space: TransformSpaceMode¶
[Read-Write] Base Transform Space
- Type:
- property targets: Array[ConstraintTarget]¶
[Read-Write] Targets
- Type: