unreal.RigUnit_PointSimulation

class unreal.RigUnit_PointSimulation(execute_context: ControlRigExecuteContext = [], points: Array[CRSimPoint] = [], links: Array[CRSimLinearSpring] = [], forces: Array[CRSimPointForce] = [], collision_volumes: Array[CRSimSoftCollision] = [], simulated_steps_per_second: float = 0.0, integrator_type: CRSimPointIntegrateType = Ellipsis, verlet_blend: float = 0.0, bone_targets: Array[RigUnit_PointSimulation_BoneTarget] = [], limit_local_position: bool = False, propagate_to_children: bool = False, primary_aim_axis: Vector = Ellipsis, secondary_aim_axis: Vector = Ellipsis, debug_settings: RigUnit_PointSimulation_DebugSettings = Ellipsis, bezier: CRFourPointBezier = [])

Bases: RigUnit_SimBaseMutable

Performs point based simulation Note: Disabled for now.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_PointSimulation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bezier (CRFourPointBezier): [Read-Write] Bezier: If the simulation has at least four points they will be stored in here.

  • bone_targets (Array[RigUnit_PointSimulation_BoneTarget]): [Read-Only] Bone Targets: The bones to map to the simulated points.

  • collision_volumes (Array[CRSimSoftCollision]): [Read-Write] Collision Volumes: The collision volumes to define

  • debug_settings (RigUnit_PointSimulation_DebugSettings): [Read-Write] Debug Settings: Debug draw settings for this simulation

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

  • forces (Array[CRSimPointForce]): [Read-Write] Forces: The forces to apply

  • integrator_type (CRSimPointIntegrateType): [Read-Only] Integrator Type: The type of integrator to use

  • limit_local_position (bool): [Read-Write] Limit Local Position: If set to true bones are placed within the original distance of the previous local transform. This can be used to avoid stretch.

  • links (Array[CRSimLinearSpring]): [Read-Write] Links: The links to connect the points with

  • points (Array[CRSimPoint]): [Read-Write] Points: The points to simulate

  • primary_aim_axis (Vector): [Read-Write] Primary Aim Axis: The primary axis to use for the aim

  • 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.

  • secondary_aim_axis (Vector): [Read-Write] Secondary Aim Axis: The secondary axis to use for the aim

  • simulated_steps_per_second (float): [Read-Only] Simulated Steps Per Second: The frame rate of the simulation

  • verlet_blend (float): [Read-Write] Verlet Blend: The amount of blending to apply per second ( only for verlet integrations )

property bezier: CRFourPointBezier

[Read-Only] Bezier: If the simulation has at least four points they will be stored in here.

Type:

(CRFourPointBezier)

property bone_targets: Array[RigUnit_PointSimulation_BoneTarget]

[Read-Only] Bone Targets: The bones to map to the simulated points.

Type:

(Array[RigUnit_PointSimulation_BoneTarget])

property collision_volumes: Array[CRSimSoftCollision]

[Read-Write] Collision Volumes: The collision volumes to define

Type:

(Array[CRSimSoftCollision])

property debug_settings: RigUnit_PointSimulation_DebugSettings

[Read-Write] Debug Settings: Debug draw settings for this simulation

Type:

(RigUnit_PointSimulation_DebugSettings)

property forces: Array[CRSimPointForce]

[Read-Write] Forces: The forces to apply

Type:

(Array[CRSimPointForce])

property integrator_type: CRSimPointIntegrateType

[Read-Only] Integrator Type: The type of integrator to use

Type:

(CRSimPointIntegrateType)

property limit_local_position: bool

[Read-Write] Limit Local Position: If set to true bones are placed within the original distance of the previous local transform. This can be used to avoid stretch.

Type:

(bool)

[Read-Write] Links: The links to connect the points with

Type:

(Array[CRSimLinearSpring])

property points: Array[CRSimPoint]

[Read-Write] Points: The points to simulate

Type:

(Array[CRSimPoint])

property primary_aim_axis: Vector

[Read-Write] Primary Aim Axis: The primary axis to use for the aim

Type:

(Vector)

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 secondary_aim_axis: Vector

[Read-Write] Secondary Aim Axis: The secondary axis to use for the aim

Type:

(Vector)

property simulated_steps_per_second: float

[Read-Only] Simulated Steps Per Second: The frame rate of the simulation

Type:

(float)

property verlet_blend: float

[Read-Write] Verlet Blend: The amount of blending to apply per second ( only for verlet integrations )

Type:

(float)