unreal.RigUnit_SetBoneRotation

class unreal.RigUnit_SetBoneRotation(execute_context: ControlRigExecuteContext = [], bone: Name = 'None', rotation: Quat = Ellipsis, space: BoneGetterSetterMode = Ellipsis, weight: float = 0.0, propagate_to_children: bool = False)

Bases: RigUnitMutable

SetBoneRotation is used to perform a change in the hierarchy by setting a single bone’s rotation.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_SetBoneRotation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bone (Name): [Read-Write] Bone: The name of the Bone to set the rotation for.

  • 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 (Quat): [Read-Write] Rotation: The rotation value to set for the given Bone.

  • space (BoneGetterSetterMode): [Read-Write] Space: Defines if the bone’s rotation should be set in local or global space.

  • weight (float): [Read-Write] Weight: The weight of the change - how much the change should be applied

property bone: Name

[Read-Write] Bone: The name of the Bone to set the rotation for.

Type:

(Name)

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: Quat

[Read-Write] Rotation: The rotation value to set for the given Bone.

Type:

(Quat)

property space: BoneGetterSetterMode

[Read-Write] Space: Defines if the bone’s rotation should be set in local or global space.

Type:

(BoneGetterSetterMode)

property weight: float

[Read-Write] Weight: The weight of the change - how much the change should be applied

Type:

(float)