unreal.RigUnit_BoneHarmonics

class unreal.RigUnit_BoneHarmonics(execute_context: ControlRigExecuteContext = [], bones: Array[RigUnit_BoneHarmonics_BoneTarget] = [], wave_speed: Vector = Ellipsis, wave_frequency: Vector = Ellipsis, wave_amplitude: Vector = Ellipsis, wave_offset: Vector = Ellipsis, wave_noise: Vector = Ellipsis, wave_ease: ControlRigAnimEasingType = Ellipsis, wave_minimum: float = 0.0, wave_maximum: float = 0.0, rotation_order: EulerRotationOrder = Ellipsis, propagate_to_children: bool = False)

Bases: RigUnit_HighlevelBaseMutable

Performs point based simulation

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_BoneHarmonics.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bones (Array[RigUnit_BoneHarmonics_BoneTarget]): [Read-Only] Bones: The bones to drive.

  • execute_context (ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units together

  • propagate_to_children (bool): [Read-Only] Propagate to Children: If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.

  • rotation_order (EulerRotationOrder): [Read-Write] Rotation Order

  • wave_amplitude (Vector): [Read-Write] Wave Amplitude: The amplitude in degrees per axis

  • wave_ease (ControlRigAnimEasingType): [Read-Write] Wave Ease

  • wave_frequency (Vector): [Read-Write] Wave Frequency

  • wave_maximum (float): [Read-Write] Wave Maximum

  • wave_minimum (float): [Read-Write] Wave Minimum

  • wave_noise (Vector): [Read-Write] Wave Noise

  • wave_offset (Vector): [Read-Write] Wave Offset

  • wave_speed (Vector): [Read-Write] Wave Speed

property bones: Array[RigUnit_BoneHarmonics_BoneTarget]

[Read-Only] Bones: The bones to drive.

Type:

(Array[RigUnit_BoneHarmonics_BoneTarget])

property propagate_to_children: bool

[Read-Only] Propagate to Children: If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.

Type:

(bool)

property rotation_order: EulerRotationOrder

[Read-Write] Rotation Order

Type:

(EulerRotationOrder)

property wave_amplitude: Vector

[Read-Write] Wave Amplitude: The amplitude in degrees per axis

Type:

(Vector)

property wave_ease: ControlRigAnimEasingType

[Read-Write] Wave Ease

Type:

(ControlRigAnimEasingType)

property wave_frequency: Vector

[Read-Write] Wave Frequency

Type:

(Vector)

property wave_maximum: float

[Read-Write] Wave Maximum

Type:

(float)

property wave_minimum: float

[Read-Write] Wave Minimum

Type:

(float)

property wave_noise: Vector

[Read-Write] Wave Noise

Type:

(Vector)

property wave_offset: Vector

[Read-Write] Wave Offset

Type:

(Vector)

property wave_speed: Vector

[Read-Write] Wave Speed

Type:

(Vector)