unreal.RigUnit_PBIK

class unreal.RigUnit_PBIK(execute_context: ControlRigExecuteContext = [], root: Name = 'None', effectors: Array[PBIKEffector] = [], bone_settings: Array[PBIKBoneSetting] = [], excluded_bones: Array[Name] = [], settings: PBIKSolverSettings = [], debug: PBIKDebug = [])

Bases: RigUnit_HighlevelBaseMutable

  • Based on a Position Based solver at core, this node can solve multi chains within a root using multi effectors

C++ Source:

  • Plugin: FullBodyIK

  • Module: PBIK

  • File: RigUnit_PBIK.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bone_settings (Array[PBIKBoneSetting]): [Read-Write] Bone Settings: Per-bone settings to control the resulting pose. Includes limits and preferred angles.

  • debug (PBIKDebug): [Read-Write] Debug: Debug drawing options.

  • effectors (Array[PBIKEffector]): [Read-Write] Effectors: An array of effectors. These specify target transforms for different parts of the skeleton.

  • excluded_bones (Array[Name]): [Read-Write] Excluded Bones: These bones will be excluded from the solver. They will not bend and will not contribute to the constraint set. Use the ExcludedBones array instead of setting Rotation Stiffness to very high values or Rotation Limits with zero range.

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

  • root (Name): [Read-Write] Root: This is usually the top-most skinned bone; often the “Pelvis” or “Hips”, but can be set to any bone. Bones above the root will be ignored by the solver. Bones that are located between the Root and the effectors will be included in the solve.

  • settings (PBIKSolverSettings): [Read-Write] Settings: Global solver settings.

property bone_settings: Array[PBIKBoneSetting]

[Read-Write] Bone Settings: Per-bone settings to control the resulting pose. Includes limits and preferred angles.

Type:

(Array[PBIKBoneSetting])

property debug: PBIKDebug

[Read-Write] Debug: Debug drawing options.

Type:

(PBIKDebug)

property effectors: Array[PBIKEffector]

[Read-Write] Effectors: An array of effectors. These specify target transforms for different parts of the skeleton.

Type:

(Array[PBIKEffector])

property excluded_bones: Array[Name]

[Read-Write] Excluded Bones: These bones will be excluded from the solver. They will not bend and will not contribute to the constraint set. Use the ExcludedBones array instead of setting Rotation Stiffness to very high values or Rotation Limits with zero range.

Type:

(Array[Name])

property root: Name

[Read-Write] Root: This is usually the top-most skinned bone; often the “Pelvis” or “Hips”, but can be set to any bone. Bones above the root will be ignored by the solver. Bones that are located between the Root and the effectors will be included in the solve.

Type:

(Name)

property settings: PBIKSolverSettings

[Read-Write] Settings: Global solver settings.

Type:

(PBIKSolverSettings)