unreal.AnimNode_AnimDynamics
¶
- class unreal.AnimNode_AnimDynamics(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], linear_damping_override=0.0, angular_damping_override=0.0, gravity_scale=1.0, gravity_override=[0.0, 0.0, 0.0], linear_spring_constant=0.0, angular_spring_constant=0.0, angular_bias_override=0.0, simulation_space=AnimPhysSimSpaceType.COMPONENT, use_gravity_override=False)¶
Bases:
unreal.AnimNode_SkeletalControlBase
Anim Node Anim Dynamics
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_AnimDynamics.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Alpha: Current strength of the skeletal controlalpha_bool_blend
(InputAlphaBoolBlend): [Read-Write] Alpha Bool Blendalpha_bool_enabled
(bool): [Read-Write] Alpha Bool Enabledalpha_curve_name
(Name): [Read-Write] Alpha Curve Namealpha_input_type
(AnimAlphaInputType): [Read-Write] Alpha Input Typealpha_scale_bias
(InputScaleBias): [Read-Write] Alpha Scale Biasalpha_scale_bias_clamp
(InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clampangular_bias_override
(float): [Read-Write] Angular Bias Override: Overridden angular bias value Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check. When using single-body systems sometimes angular forces will look like they are “catching-up” with the mesh, if that’s the case override this and push it towards 1.0f until it settles correctlyangular_damping_override
(float): [Read-Write] Angular Damping Override: Overridden angular damping value. The default is 0.7. Values below 0.7 won’t have an effect.angular_spring
(bool): [Read-Write] Angular Spring: If true the body will attempt to align itself with the specified angular targetangular_spring_constant
(float): [Read-Write] Angular Spring Constant: Spring constant to use when calculating angular springs, higher values mean a stronger spring. You need to enable the Angular Spring checkbox for this to have an effect. Note: Make sure to also set the Angular Target Axis and Angular Target in the Constraint Setup for this to have an effect.bound_bone
(BoneReference): [Read-Write] Bound Bone: The bone to attach the physics body to, if bChain is true this is the top of the chainbox_extents
(Vector): [Read-Write] Box Extents: Extents of the box to use for simulationchain
(bool): [Read-Write] Chain: Set to true to use the solver to simulate a connected chainchain_end
(BoneReference): [Read-Write] Chain End: If bChain is true this is the bottom of the chain, otherwise ignoredcollision_type
(AnimPhysCollisionType): [Read-Write] Collision Type: Resolution method for planar limitscomponent_applied_linear_acc_clamp
(Vector): [Read-Write] Component Applied Linear Acc Clamp: When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large.component_linear_acc_scale
(Vector): [Read-Write] Component Linear Acc Scale: When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation.component_linear_vel_scale
(Vector): [Read-Write] Component Linear Vel Scale: When using non-world-space sim, this applies a ‘drag’ to the bodies in the local space simulation, based on the components world-space velocity.component_pose
(ComponentSpacePoseLink): [Read-Write] Component Pose: Input linkconstraint_setup
(AnimPhysConstraintSetup): [Read-Write] Constraint Setup: Data describing the constraints we will apply to the bodydo_eval
(bool): [Read-Write] Do Eval: If true we will perform bone transform evaluation, otherwise skip - allows visualisation of the initial anim state compared to the physics simdo_update
(bool): [Read-Write] Do Update: If true we will perform physics update, otherwise skip - allows visualisation of the initial state of the bodiesenable_wind
(bool): [Read-Write] Enable Wind: Whether or not wind is enabled for the bodies in this simulationexternal_force
(Vector): [Read-Write] External Force: An external force to apply to all bodies in the simulation when ticked, specified in world spacegravity_override
(Vector): [Read-Write] Gravity Override: Gravity Override Valuegravity_override_in_sim_space
(bool): [Read-Write] Gravity Override in Sim Space: If true the gravity override value is defined in simulation space, by default it is in world spacegravity_scale
(float): [Read-Write] Gravity Scale: Scale for gravity, higher values increase forces due to gravitylinear_damping_override
(float): [Read-Write] Linear Damping Override: Overridden linear damping value. The default is 0.7. Values below 0.7 won’t have an effect.linear_spring
(bool): [Read-Write] Linear Spring: If true the body will attempt to spring back to its initial positionlinear_spring_constant
(float): [Read-Write] Linear Spring Constant: Spring constant to use when calculating linear springs, higher values mean a stronger spring. You need to enable the Linear Spring checkbox for this to have an effect.local_joint_offset
(Vector): [Read-Write] Local Joint Offset: Vector relative to the body being simulated to attach the constraint tolod_threshold
(int32): [Read-Write] LODThreshold: * 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-visitednum_solver_iterations_post_update
(int32): [Read-Write] Num Solver Iterations Post Update: Number of update passes on the linear and angular limits after we solve the position of the bodies, recommended to be around a quarter of NumSolverIterationsPreUpdatenum_solver_iterations_pre_update
(int32): [Read-Write] Num Solver Iterations Pre Update: Number of update passes on the linear and angular limits before we solve the position of the bodies recommended to be four times the value of NumSolverIterationsPostUpdateoverride_angular_bias
(bool): [Read-Write] Override Angular Bias: If true, the override value will be used for the angular bias for bodies in this node. Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check. When using single-body systems sometimes angular forces will look like they are “catching-up” with the mesh, if that’s the case override this and push it towards 1.0f until it settles correctlyoverride_angular_damping
(bool): [Read-Write] Override Angular Damping: If true, the override value will be used for angular dampingoverride_linear_damping
(bool): [Read-Write] Override Linear Damping: If true, the override value will be used for linear dampingplanar_limits
(Array(AnimPhysPlanarLimit)): [Read-Write] Planar Limits: List of available planar limits for this noderelative_space_bone
(BoneReference): [Read-Write] Relative Space Bone: When in BoneRelative sim space, the simulation will use this bone as the originretargeting_settings
(RotationRetargetingInfo): [Read-Write] Retargeting Settings: The settings for rotation retargetingsimulation_space
(AnimPhysSimSpaceType): [Read-Write] Simulation Space: The space used to run the simulationsphere_collision_radius
(float): [Read-Write] Sphere Collision Radius: Radius to use if CollisionType is set to CustomSpherespherical_limits
(Array(AnimPhysSphericalLimit)): [Read-Write] Spherical Limits: List of available spherical limits for this nodeuse_gravity_override
(bool): [Read-Write] Use Gravity Override: Use gravity override value vs gravity scaleuse_planar_limit
(bool): [Read-Write] Use Planar Limit: Whether to evaluate planar limitsuse_spherical_limits
(bool): [Read-Write] Use Spherical Limits: Whether to evaluate spherical limitswind_scale
(float): [Read-Write] Wind Scale: Scale to apply to calculated wind velocities in the solver
- property angular_bias_override¶
[Read-Write] Angular Bias Override: Overridden angular bias value Angular bias is essentially a twist reduction for chain forces and defaults to a value to keep chains stability in check. When using single-body systems sometimes angular forces will look like they are “catching-up” with the mesh, if that’s the case override this and push it towards 1.0f until it settles correctly
- Type
(float)
- property angular_damping_override¶
[Read-Write] Angular Damping Override: Overridden angular damping value. The default is 0.7. Values below 0.7 won’t have an effect.
- Type
(float)
- property angular_spring_constant¶
[Read-Write] Angular Spring Constant: Spring constant to use when calculating angular springs, higher values mean a stronger spring. You need to enable the Angular Spring checkbox for this to have an effect. Note: Make sure to also set the Angular Target Axis and Angular Target in the Constraint Setup for this to have an effect.
- Type
(float)
- property gravity_scale¶
[Read-Write] Gravity Scale: Scale for gravity, higher values increase forces due to gravity
- Type
(float)
- property linear_damping_override¶
[Read-Write] Linear Damping Override: Overridden linear damping value. The default is 0.7. Values below 0.7 won’t have an effect.
- Type
(float)
- property linear_spring_constant¶
[Read-Write] Linear Spring Constant: Spring constant to use when calculating linear springs, higher values mean a stronger spring. You need to enable the Linear Spring checkbox for this to have an effect.
- Type
(float)
- property simulation_space¶
[Read-Write] Simulation Space: The space used to run the simulation
- Type