unreal.IKRig_LimbSolver
¶
- class unreal.IKRig_LimbSolver(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
IKRigSolver
IKRig Limb Solver
C++ Source:
Plugin: IKRig
Module: IKRig
File: IKRig_LimbSolver.h
Editor Properties: (see get_editor_property/set_editor_property)
average_pull
(bool): [Read-Write] Pull averaging only has a visual impact when we have more than 2 bones (3 links).enable_limit
(bool): [Read-Write] Enable/Disable rotational limitsenable_twist_correction
(bool): [Read-Write] Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation.end_bone_forward_axis
(AxisType): [Read-Write] Forward Axis for Foot bone.hinge_rotation_axis
(AxisType): [Read-Write] Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot).max_iterations
(int32): [Read-Write] Number of Max Iterations to reach the targetmin_rotation_angle
(float): [Read-Write] Only used if bEnableRotationLimit is enabled. Prevents the leg from folding onto itself, and forces at least this angle between Parent and Child bone.pull_distribution
(float): [Read-Write] Re-position limb to distribute pull: 0 = foot, 0.5 = balanced, 1.f = hipreach_precision
(float): [Read-Write] Precision (distance to the target)reach_step_alpha
(float): [Read-Write] Move end effector towards target. If we are compressing the chain, limit displacement.root_name
(Name): [Read-Only]
- property average_pull: bool¶
[Read-Write] Pull averaging only has a visual impact when we have more than 2 bones (3 links).
- Type:
(bool)
- property enable_twist_correction: bool¶
[Read-Write] Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation.
- Type:
(bool)
- property hinge_rotation_axis: AxisType¶
[Read-Write] Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot).
- Type:
(AxisType)
- property max_iterations: int¶
[Read-Write] Number of Max Iterations to reach the target
- Type:
(int32)
- property min_rotation_angle: float¶
[Read-Write] Only used if bEnableRotationLimit is enabled. Prevents the leg from folding onto itself, and forces at least this angle between Parent and Child bone.
- Type:
(float)
- property pull_distribution: float¶
0 = foot, 0.5 = balanced, 1.f = hip
- Type:
(float)
- Type:
[Read-Write] Re-position limb to distribute pull