unreal.RigUnit_TransformConstraint¶
- class unreal.RigUnit_TransformConstraint(execute_pin: RigVMExecutePin = [], bone: Name = 'None', base_transform_space: TransformSpaceMode = Ellipsis, base_transform: Transform = Ellipsis, base_bone: Name = 'None', targets: None = [], use_initial_transforms: bool = False)¶
Bases:
RigUnit_HighlevelBaseMutableRig 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] Transform op option. Use if ETransformSpace is BaseJointbase_transform(Transform): [Read-Write] Transform op option. Use if ETransformSpace is BaseTransformbase_transform_space(TransformSpaceMode): [Read-Write]bone(Name): [Read-Write]execute_pin(RigVMExecutePin): [Read-Write] * This property is used to chain multiple mutable units togethertargets(Array[ConstraintTarget]): [Read-Write]use_initial_transforms(bool): [Read-Only] If checked the initial transform will be used for the constraint data
- property base_bone: Name¶
[Read-Write] Transform op option. Use if ETransformSpace is BaseJoint
- Type:
(Name)
- property base_transform: Transform¶
[Read-Write] Transform op option. Use if ETransformSpace is BaseTransform
- Type:
- property base_transform_space: TransformSpaceMode¶
[Read-Write]
- Type: