unreal.RigUnit_MathTransformAccumulateArray

class unreal.RigUnit_MathTransformAccumulateArray(execute_context: ControlRigExecuteContext = [], transforms: Array[Transform] = [], target_space: BoneGetterSetterMode = Ellipsis, root: Transform = Ellipsis, parent_indices: Array[int] = [])

Bases: RigUnit_MathTransformMutableBase

Treats the provided transforms as a chain with global / local transforms, and projects each transform into the target space. Optionally you can provide a custom parent indices array, with which you can represent more than just chains.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_MathTransform.h

Editor Properties: (see get_editor_property/set_editor_property)

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

  • parent_indices (Array[int32]): [Read-Write] Parent Indices: If this array is the same size as the transforms array the indices will be used to look up each transform’s parent. They are expected to be in order.

  • root (Transform): [Read-Write] Root: Provides the parent transform for the root

  • target_space (BoneGetterSetterMode): [Read-Write] Target Space: Defines the space to project to

  • transforms (Array[Transform]): [Read-Write] Transforms

property parent_indices: Array[int]

[Read-Write] Parent Indices: If this array is the same size as the transforms array the indices will be used to look up each transform’s parent. They are expected to be in order.

Type:

(Array[int32])

property root: Transform

[Read-Write] Root: Provides the parent transform for the root

Type:

(Transform)

property target_space: BoneGetterSetterMode

[Read-Write] Target Space: Defines the space to project to

Type:

(BoneGetterSetterMode)

property transforms: Array[Transform]

[Read-Write] Transforms

Type:

(Array[Transform])