unreal.RigUnit_GetTransform

class unreal.RigUnit_GetTransform(item: RigElementKey = Ellipsis, space: BoneGetterSetterMode = Ellipsis, initial: bool = False, transform: Transform = Ellipsis)

Bases: RigUnit

GetTransform is used to retrieve a single transform from a hierarchy.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_GetTransform.h

Editor Properties: (see get_editor_property/set_editor_property)

  • initial (bool): [Read-Write] Initial: Defines if the transform should be retrieved as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.

  • item (RigElementKey): [Read-Write] Item: The item to retrieve the transform for

  • space (BoneGetterSetterMode): [Read-Write] Space: Defines if the transform should be retrieved in local or global space

  • transform (Transform): [Read-Write] Transform: The current transform of the given item - or identity in case it wasn’t found.

property initial: bool

[Read-Write] Initial: Defines if the transform should be retrieved as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.

Type:

(bool)

property item: RigElementKey

[Read-Write] Item: The item to retrieve the transform for

Type:

(RigElementKey)

property space: BoneGetterSetterMode

[Read-Write] Space: Defines if the transform should be retrieved in local or global space

Type:

(BoneGetterSetterMode)

property transform: Transform

[Read-Only] Transform: The current transform of the given item - or identity in case it wasn’t found.

Type:

(Transform)