unreal.AnimNode_SplineIK

class unreal.AnimNode_SplineIK(component_pose=[], lod_threshold=- 1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], control_points=[], roll=0.0, twist_start=0.0, twist_end=0.0, stretch=0.0, offset=0.0)

Bases: unreal.AnimNode_SkeletalControlBase

Anim Node Spline IK

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_SplineIK.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alpha (float): [Read-Write] Current strength of the skeletal control

  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write] Alpha Bool Blend

  • alpha_bool_enabled (bool): [Read-Write] Alpha Bool Enabled

  • alpha_curve_name (Name): [Read-Write] Alpha Curve Name

  • alpha_input_type (AnimAlphaInputType): [Read-Write] Alpha Input Type

  • alpha_scale_bias (InputScaleBias): [Read-Write] Alpha Scale Bias

  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clamp

  • auto_calculate_spline (bool): [Read-Write] The number of points in the spline if we are specifying it directly

  • bone_axis (SplineBoneAxis): [Read-Write] Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve.

  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link

  • control_points (Array(Transform)): [Read-Write] Transforms applied to spline points *

  • end_bone (BoneReference): [Read-Write] Name of bone at the end of the spline chain. Bones after this will not be altered by the controller.

  • lod_threshold (int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited

  • offset (float): [Read-Write] The distance along the spline from the start from which bones are constrained

  • point_count (int32): [Read-Write] The number of points in the spline if we are not auto-calculating

  • roll (float): [Read-Write] Overall roll of the spline, applied on top of other rotations along the direction of the spline

  • start_bone (BoneReference): [Read-Write] Name of root bone from which the spline extends *

  • stretch (float): [Read-Write] The maximum stretch allowed when fitting bones to the spline. 0.0 means bones do not stretch their length, 1.0 means bones stretch to the length of the spline

  • twist_blend (AlphaBlend): [Read-Write] How to interpolate twist along the length of the spline

  • twist_end (float): [Read-Write] The twist of the end bone. Twist is interpolated along the spline according to Twist Blend.

  • twist_start (float): [Read-Write] The twist of the start bone. Twist is interpolated along the spline according to Twist Blend.

property control_points

[Read-Write] Transforms applied to spline points *

Type

(Array(Transform))

property offset

[Read-Write] The distance along the spline from the start from which bones are constrained

Type

(float)

property roll

[Read-Write] Overall roll of the spline, applied on top of other rotations along the direction of the spline

Type

(float)

property stretch

[Read-Write] The maximum stretch allowed when fitting bones to the spline. 0.0 means bones do not stretch their length, 1.0 means bones stretch to the length of the spline

Type

(float)

property twist_end

[Read-Write] The twist of the end bone. Twist is interpolated along the spline according to Twist Blend.

Type

(float)

property twist_start

[Read-Write] The twist of the start bone. Twist is interpolated along the spline according to Twist Blend.

Type

(float)