unreal.AnimNode_RotationMultiplier
¶
- class unreal.AnimNode_RotationMultiplier(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], multiplier=0.0)¶
Bases:
unreal.AnimNode_SkeletalControlBase
Simple controller that multiplies scalar value to the translation/rotation/scale of a single bone.
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_RotationMultiplier.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 linkis_additive
(bool): [Read-Write] Is Additivelod_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-visitedmultiplier
(float): [Read-Write] Multiplier: To make these to be easily pin-hookable, I’m not making it struct, but each variable 0.f is invalid, and defaultrotation_axis_to_refer
(BoneAxis): [Read-Write] Rotation Axis to Refersource_bone
(BoneReference): [Read-Write] Source Bone: Source to get transform fromtarget_bone
(BoneReference): [Read-Write] Target Bone: Name of bone to control. This is the main bone chain to modify from.