Description
Controls the amount that the simulation is blended back into the target bones.
Information
| Plugin | ControlRigPhysics |
| Category | RigPhysics |
| Tags | Physics |
| Type | FRigUnit_HierarchySetPhysicsBodyPhysicsBlendWeight |
IO
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| ExecutePin | This property is used to chain multiple mutable units together | Execute Context |
Inputs
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| PhysicsBodyComponentKey | The Physics Body to be updated | Rig Component Key | (ElementKey=(Type=Bone,Name=""),Name="PhysicsBody") |
| PhysicsBlendWeight | A per-body "alpha" on how much of the physics movement to apply to the target bone. The effective blend for this body is Alpha * PhysicsBlendWeight, applied at hierarchy writeback. A weight of zero leaves the bone at the input animation pose, but the body still simulates (and still affects neighbouring bodies through joints/contacts). Only the Step Physics Solver's Alpha pin triggers the cheap simulation-bypass pass-through. Setting every body's PhysicsBlendWeight to zero does not. | float | 1.000000 |