unreal.RigUnit_TwistBones
¶
- class unreal.RigUnit_TwistBones(execute_context: ControlRigExecuteContext = [], start_bone: Name = 'None', end_bone: Name = 'None', twist_axis: Vector = Ellipsis, pole_axis: Vector = Ellipsis, twist_ease_type: RigVMAnimEasingType = Ellipsis, weight: float = 0.0, propagate_to_children: bool = False)¶
Bases:
RigUnit_HighlevelBaseMutable
Creates a gradient of twist rotation along a chain.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_TwistBones.h
Editor Properties: (see get_editor_property/set_editor_property)
end_bone
(Name): [Read-Write] The name of the last bone to twistexecute_context
(ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units togetherpole_axis
(Vector): [Read-Only] The axis to use for the pole vector for each bonepropagate_to_children
(bool): [Read-Only] If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.start_bone
(Name): [Read-Write] The name of the first bone to twisttwist_axis
(Vector): [Read-Only] The axis to twist the bones aroundtwist_ease_type
(RigVMAnimEasingType): [Read-Only] The easing to use between two twists.weight
(float): [Read-Write] The weight of the solver - how much the rotation should be applied
- property pole_axis: Vector¶
[Read-Only] The axis to use for the pole vector for each bone
- Type:
(Vector)
- property propagate_to_children: bool¶
[Read-Only] If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.
- Type:
(bool)
- property twist_ease_type: RigVMAnimEasingType¶
[Read-Only] The easing to use between two twists.
- Type: