- class unreal.AnimNode_ControlRigBase¶
Animation node that allows animation ControlRig output to be used in an animation graph
Editor Properties: (see get_editor_property/set_editor_property)
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.
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.
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.