unreal.RigUnit_ParentSwitchConstraintArray
¶
- class unreal.RigUnit_ParentSwitchConstraintArray(execute_context: ControlRigExecuteContext = [], subject: RigElementKey = Ellipsis, parent_index: int = 0, parents: None = [], initial_global_transform: Transform = Ellipsis, weight: float = 0.0, transform: Transform = Ellipsis, switched: bool = False)¶
Bases:
RigUnitMutable
The Parent Switch Constraint is used to have an item follow one of multiple parents, and allowing to switch between the parent in question.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_ParentSwitchConstraint.h
Editor Properties: (see get_editor_property/set_editor_property)
execute_context
(ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units togetherinitial_global_transform
(Transform): [Read-Write] The initial global transform for the subjectparent_index
(int32): [Read-Write] The parent index to use for constraining the subjectparents
(Array[RigElementKey]): [Read-Write] The list of parents to constrain tosubject
(RigElementKey): [Read-Write] The subject to constrainswitched
(bool): [Read-Write] Returns true if the parent has changedtransform
(Transform): [Read-Write] The transform result (full without weighting)weight
(float): [Read-Write] The weight of the change - how much the change should be applied
- property initial_global_transform: Transform¶
[Read-Write] The initial global transform for the subject
- Type:
- property parent_index: int¶
[Read-Write] The parent index to use for constraining the subject
- Type:
(int32)
- property subject: RigElementKey¶
[Read-Write] The subject to constrain
- Type: