unreal.RigUnit_TwoBoneIKSimpleVectors
¶
- class unreal.RigUnit_TwoBoneIKSimpleVectors(root: Vector = Ellipsis, pole_vector: Vector = Ellipsis, effector: Vector = Ellipsis, enable_stretch: bool = False, stretch_start_ratio: float = 0.0, stretch_maximum_ratio: float = 0.0, bone_a_length: float = 0.0, bone_b_length: float = 0.0, elbow: Vector = Ellipsis)¶
Bases:
RigUnit_HighlevelBase
Solves the two bone IK given positions Note: This node operates in world space!
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_TwoBoneIKSimple.h
Editor Properties: (see get_editor_property/set_editor_property)
bone_a_length
(float): [Read-Write] The length of the first bone. If set to 0.0 it will be determined by the hierarchybone_b_length
(float): [Read-Write] The length of the second bone. If set to 0.0 it will be determined by the hierarchyeffector
(Vector): [Read-Write] The position of the effectorelbow
(Vector): [Read-Write] The resulting elbow positionenable_stretch
(bool): [Read-Write] If set to true the stretch feature of the solver will be enabledpole_vector
(Vector): [Read-Write] The position of the pole of the triangleroot
(Vector): [Read-Write] The position of the root of the trianglestretch_maximum_ratio
(float): [Read-Write] The maximum allowed stretch ratiostretch_start_ratio
(float): [Read-Write] The ratio where the stretch starts
- property bone_a_length: float¶
[Read-Write] The length of the first bone. If set to 0.0 it will be determined by the hierarchy
- Type:
(float)
- property bone_b_length: float¶
[Read-Write] The length of the second bone. If set to 0.0 it will be determined by the hierarchy
- Type:
(float)