unreal.RigUnit_SlideChainItemArray

class unreal.RigUnit_SlideChainItemArray(execute_context: ControlRigExecuteContext = [], items: Array[RigElementKey] = [], slide_amount: float = 0.0, propagate_to_children: bool = False)

Bases: RigUnit_HighlevelBaseMutable

Slides an existing chain along itself with control over extrapolation.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_SlideChain.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

  • items (Array[RigElementKey]): [Read-Write] Items: The items to slide

  • 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.

  • slide_amount (float): [Read-Write] Slide Amount: The amount of sliding. This unit is multiple of the chain length.

property items: Array[RigElementKey]

[Read-Write] Items: The items to slide

Type:

(Array[RigElementKey])

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 slide_amount: float

[Read-Write] Slide Amount: The amount of sliding. This unit is multiple of the chain length.

Type:

(float)