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 BaseJoint

  • base_transform (Transform): [Read-Write] Base Transform: Transform op option. Use if ETransformSpace is BaseTransform

  • base_transform_space (TransformSpaceMode): [Read-Write] Base Transform Space

  • bone (Name): [Read-Write] Bone

  • execute_context (ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units together

  • targets (Array[ConstraintTarget]): [Read-Write] Targets

  • use_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:

(Transform)

property base_transform_space: TransformSpaceMode

[Read-Write] Base Transform Space

Type:

(TransformSpaceMode)

property bone: Name

[Read-Write] Bone

Type:

(Name)

property targets: Array[ConstraintTarget]

[Read-Write] Targets

Type:

(Array[ConstraintTarget])

property use_initial_transforms: bool

[Read-Only] Use Initial Transforms: If checked the initial transform will be used for the constraint data

Type:

(bool)