unreal.AnimNode_CCDIK
¶
- class unreal.AnimNode_CCDIK(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])¶
Bases:
unreal.AnimNode_SkeletalControlBase
Controller which implements the CCDIK IK approximation algorithm
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_CCDIK.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 Clampcomponent_pose
(ComponentSpacePoseLink): [Read-Write] Component Pose: Input linkeffector_location
(Vector): [Read-Write] Effector Location: Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target locationeffector_location_space
(BoneControlSpace): [Read-Write] Effector Location Space: Reference frame of Effector Transform.effector_target
(BoneSocketTarget): [Read-Write] Effector Target: If EffectorTransformSpace is a bone, this is the bone to use. *enable_rotation_limit
(bool): [Read-Write] Enable Rotation Limit: Tolerance for final tip location delta from EffectorLocationlod_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-visitedmax_iterations
(int32): [Read-Write] Max Iterations: Maximum number of iterations allowed, to control performance.precision
(float): [Read-Write] Precision: Tolerance for final tip location delta from EffectorLocationroot_bone
(BoneReference): [Read-Write] Root Bone: Name of the root bonerotation_limit_per_joints
(Array(float)): [Read-Write] Rotation Limit Per Joints: symmetry rotation limit per joint. Index 0 matches with root bone and last index matches with tip bone.start_from_tail
(bool): [Read-Write] Start from Tail: Toggle drawing of axes to debug joint rotationtip_bone
(BoneReference): [Read-Write] Tip Bone: Name of tip bone