unreal.RigUnit_TwoBoneIKSimpleTransforms

class unreal.RigUnit_TwoBoneIKSimpleTransforms(root: Transform = Ellipsis, pole_vector: Vector = Ellipsis, effector: Transform = Ellipsis, primary_axis: Vector = Ellipsis, secondary_axis: Vector = Ellipsis, secondary_axis_weight: float = 0.0, enable_stretch: bool = False, stretch_start_ratio: float = 0.0, stretch_maximum_ratio: float = 0.0, bone_a_length: float = 0.0, bone_b_length: float = 0.0, elbow: Transform = Ellipsis)

Bases: RigUnit_HighlevelBase

Solves the two bone IK given transforms 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)

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

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

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

  • elbow (Transform): [Read-Write] Elbow: The resulting elbow transform

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

  • pole_vector (Vector): [Read-Write] Pole Vector: The position of the pole of the triangle

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

  • root (Transform): [Read-Write] Root: The transform of the root of the triangle

  • 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

property bone_a_length: float

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

Type:

(float)

property bone_b_length: float

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

Type:

(float)

property effector: Transform

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

Type:

(Transform)

property elbow: Transform

[Read-Write] Elbow: The resulting elbow transform

Type:

(Transform)

property enable_stretch: bool

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

Type:

(bool)

property pole_vector: Vector

[Read-Write] Pole Vector: The position of the pole of the triangle

Type:

(Vector)

property primary_axis: Vector

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

Type:

(Vector)

property root: Transform

[Read-Write] Root: The transform of the root of the triangle

Type:

(Transform)

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)