unreal.AnimNode_TwoBoneIK

class unreal.AnimNode_TwoBoneIK(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis, effector_location: Vector = Ellipsis, joint_target_location: Vector = Ellipsis)

Bases: AnimNode_SkeletalControlBase

Simple 2 Bone IK Controller.

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_TwoBoneIK.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_stretching (bool): [Read-Write] Allow Stretching: Should stretching be allowed, to be prevent over extension

  • allow_twist (bool): [Read-Write] Allow Twist: Whether or not to apply twist on the chain of joints. This clears the twist value along the TwistAxis

  • alpha (float): [Read-Write] Alpha: Current strength of the skeletal control

  • 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

  • component_pose (ComponentSpacePoseLink): [Read-Write] Component Pose: Input link

  • effector_location (Vector): [Read-Write] Effector Location: Effector Location. Target Location to reach.

  • effector_location_space (BoneControlSpace): [Read-Write] Effector Location Space: Reference frame of Effector Location.

  • effector_target (BoneSocketTarget): [Read-Write] Effector Target

  • ik_bone (BoneReference): [Read-Write] IKBone: Name of bone to control. This is the main bone chain to modify from. *

  • joint_target (BoneSocketTarget): [Read-Write] Joint Target

  • joint_target_location (Vector): [Read-Write] Joint Target Location: Joint Target Location. Location used to orient Joint bone. *

  • joint_target_location_space (BoneControlSpace): [Read-Write] Joint Target Location Space: Reference frame of Joint Target Location.

  • 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

  • maintain_effector_rel_rot (bool): [Read-Write] Maintain Effector Rel Rot: Keep local rotation of end bone

  • max_stretch_scale (float): [Read-Write] Max Stretch Scale: Limits to use if stretching is allowed. This value determins what is the max stretch scale. For example, 1.5 means it will stretch until 150 % of the whole length of the limb.

  • start_stretch_ratio (float): [Read-Write] Start Stretch Ratio: Limits to use if stretching is allowed. This value determines when to start stretch. For example, 0.9 means once it reaches 90% of the whole length of the limb, it will start apply.

  • take_rotation_from_effector_space (bool): [Read-Write] Take Rotation from Effector Space: Set end bone to use End Effector rotation

  • twist_axis (Axis): [Read-Write] Twist Axis: Specify which axis it’s aligned. Used when removing twist

property effector_location: Vector

[Read-Write] Effector Location: Effector Location. Target Location to reach.

Type:

(Vector)

property joint_target_location: Vector

[Read-Write] Joint Target Location: Joint Target Location. Location used to orient Joint bone. *

Type:

(Vector)