unreal.RigUnit_SetTransformArray

class unreal.RigUnit_SetTransformArray(execute_context: ControlRigExecuteContext = [], items: RigElementKeyCollection = Ellipsis, space: BoneGetterSetterMode = Ellipsis, initial: bool = False, transforms: Array[Transform] = [], weight: float = 0.0, propagate_to_children: bool = False)

Bases: RigUnitMutable

SetTransformArray is used to set an array of transforms on the hierarchy.

Note: For Controls when setting the initial transform this node actually sets the Control’s offset transform and resets the local values to (0, 0, 0).

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_SetTransform.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

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

  • items (RigElementKeyCollection): [Read-Write] Items: The item to set the transform for

  • propagate_to_children (bool): [Read-Write] Propagate to Children: If set to true children of affected items in the hierarchy will follow the transform change - otherwise only the parent will move.

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

  • transforms (Array[Transform]): [Read-Write] Transforms: The new transform of the given item

  • weight (float): [Read-Write] Weight: Defines how much the change will be applied

property initial: bool

[Read-Write] Initial: Defines if the transform should be set 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 items: RigElementKeyCollection

[Read-Write] Items: The item to set the transform for

Type:

(RigElementKeyCollection)

property propagate_to_children: bool

[Read-Write] Propagate to Children: If set to true children of affected items in the hierarchy will follow the transform change - otherwise only the parent will move.

Type:

(bool)

property space: BoneGetterSetterMode

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

Type:

(BoneGetterSetterMode)

property transforms: Array[Transform]

[Read-Write] Transforms: The new transform of the given item

Type:

(Array[Transform])

property weight: float

[Read-Write] Weight: Defines how much the change will be applied

Type:

(float)