unreal.RigUnit_TwoBoneIKSimplePerItem

class unreal.RigUnit_TwoBoneIKSimplePerItem(execute_context: ControlRigExecuteContext = [], item_a: RigElementKey = Ellipsis, item_b: RigElementKey = Ellipsis, effector_item: RigElementKey = Ellipsis, effector: Transform = Ellipsis, primary_axis: Vector = Ellipsis, secondary_axis: Vector = Ellipsis, secondary_axis_weight: float = 0.0, pole_vector: Vector = Ellipsis, pole_vector_kind: ControlRigVectorKind = Ellipsis, pole_vector_space: RigElementKey = Ellipsis, enable_stretch: bool = False, stretch_start_ratio: float = 0.0, stretch_maximum_ratio: float = 0.0, weight: float = 0.0, item_a_length: float = 0.0, item_b_length: float = 0.0, propagate_to_children: bool = False, debug_settings: RigUnit_TwoBoneIKSimple_DebugSettings = Ellipsis)

Bases: RigUnit_HighlevelBaseMutable

Solves the two bone IK given two bones. Note: This node operates in world space!

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_TwoBoneIKSimple.h

Editor Properties: (see get_editor_property/set_editor_property)

  • debug_settings (RigUnit_TwoBoneIKSimple_DebugSettings): [Read-Write] Debug Settings: The settings for debug drawing

  • effector (Transform): [Read-Write] Effector: The transform of the effector

  • effector_item (RigElementKey): [Read-Write] Effector Item: The name of the effector item (if exists)

  • enable_stretch (bool): [Read-Write] Enable Stretch: If set to true the stretch feature of the solver will be enabled

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

  • item_a (RigElementKey): [Read-Write] Item A: The name of first item

  • item_a_length (float): [Read-Write] Item ALength: The length of the first item. If set to 0.0 it will be determined by the hierarchy

  • item_b (RigElementKey): [Read-Write] Item B: The name of second item

  • item_b_length (float): [Read-Write] Item BLength: The length of the second item. If set to 0.0 it will be determined by the hierarchy

  • pole_vector (Vector): [Read-Write] Pole Vector: The polevector to use for the IK solver This can be a location or direction.

  • pole_vector_kind (ControlRigVectorKind): [Read-Write] Pole Vector Kind: The kind of pole vector this is representing - can be a direction or a location

  • pole_vector_space (RigElementKey): [Read-Write] Pole Vector Space: The space in which the pole vector is expressed

  • primary_axis (Vector): [Read-Write] Primary Axis: The major axis being aligned - along the item

  • 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_axis (Vector): [Read-Write] Secondary Axis: The minor axis being aligned - towards the polevector

  • secondary_axis_weight (float): [Read-Write] Secondary Axis Weight: Determines how much the secondary axis roll is being applied

  • stretch_maximum_ratio (float): [Read-Write] Stretch Maximum Ratio: The maximum allowed stretch ratio

  • stretch_start_ratio (float): [Read-Write] Stretch Start Ratio: The ratio where the stretch starts

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

property debug_settings: RigUnit_TwoBoneIKSimple_DebugSettings

[Read-Write] Debug Settings: The settings for debug drawing

Type:

(RigUnit_TwoBoneIKSimple_DebugSettings)

property effector: Transform

[Read-Write] Effector: The transform of the effector

Type:

(Transform)

property effector_item: RigElementKey

[Read-Write] Effector Item: The name of the effector item (if exists)

Type:

(RigElementKey)

property enable_stretch: bool

[Read-Write] Enable Stretch: If set to true the stretch feature of the solver will be enabled

Type:

(bool)

property item_a: RigElementKey

[Read-Write] Item A: The name of first item

Type:

(RigElementKey)

property item_a_length: float

[Read-Write] Item ALength: The length of the first item. If set to 0.0 it will be determined by the hierarchy

Type:

(float)

property item_b: RigElementKey

[Read-Write] Item B: The name of second item

Type:

(RigElementKey)

property item_b_length: float

[Read-Write] Item BLength: The length of the second item. If set to 0.0 it will be determined by the hierarchy

Type:

(float)

property pole_vector: Vector

[Read-Write] Pole Vector: The polevector to use for the IK solver This can be a location or direction.

Type:

(Vector)

property pole_vector_kind: ControlRigVectorKind

[Read-Write] Pole Vector Kind: The kind of pole vector this is representing - can be a direction or a location

Type:

(ControlRigVectorKind)

property pole_vector_space: RigElementKey

[Read-Write] Pole Vector Space: The space in which the pole vector is expressed

Type:

(RigElementKey)

property primary_axis: Vector

[Read-Write] Primary Axis: The major axis being aligned - along the item

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_axis: Vector

[Read-Write] Secondary Axis: The minor axis being aligned - towards the polevector

Type:

(Vector)

property secondary_axis_weight: float

[Read-Write] Secondary Axis Weight: Determines how much the secondary axis roll is being applied

Type:

(float)

property stretch_maximum_ratio: float

[Read-Write] Stretch Maximum Ratio: The maximum allowed stretch ratio

Type:

(float)

property stretch_start_ratio: float

[Read-Write] Stretch Start Ratio: The ratio where the stretch starts

Type:

(float)

property weight: float

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

Type:

(float)