- class unreal.AnimNode_ControlRig¶
Animation node that allows animation ControlRig output to be used in an animation graph
Editor Properties: (see get_editor_property/set_editor_property)
alpha(float): [Read-Write] Alpha: alpha value handler
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
control_rig_class(type(Class)): [Read-Write] Control Rig Class: Cached ControlRig
input_bones_to_transfer(Array(BoneReference)): [Read-Write] Input Bones to Transfer: An inclusive list of bones to transfer as part of the input pose transfer phase. If this list is empty all bones will be transferred.
lod_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-visited
reset_input_pose_to_initial(bool): [Read-Write] Reset Input Pose to Initial: If this is checked the rig’s pose needs to be reset to its initial prior to evaluating the rig.
set_ref_pose_from_skeleton(bool): [Read-Write] Set Ref Pose from Skeleton: Override the initial transforms with those taken from the mesh component
source(PoseLink): [Read-Write] Source
transfer_input_curves(bool): [Read-Write] Transfer Input Curves: If this is checked the curves coming from the AnimBP will be transferred into the Control Rig.
transfer_input_pose(bool): [Read-Write] Transfer Input Pose: If this is checked the bone pose coming from the AnimBP will be transferred into the Control Rig.
transfer_pose_in_global_space(bool): [Read-Write] Transfer Pose in Global Space: Transferring the pose in global space guarantees a global pose match, while transferring in local space ensures a match of the local transforms. In general transforms only differ if the hierarchy topology differs between the Control Rig and the skeleton used in the AnimBP. Note: Turning this off can potentially improve performance.