unreal.IKRigEffectorGoal
¶
- class unreal.IKRigEffectorGoal(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
IKRig Effector Goal
C++ Source:
Plugin: IKRig
Module: IKRig
File: IKRigDefinition.h
Editor Properties: (see get_editor_property/set_editor_property)
bone_name
(Name): [Read-Only] The name of the bone that this Goal is located at.current_transform
(Transform): [Read-Write] The current transform of this Goal, in the Global Space of the character.expose_position
(bool): [Read-Write] Should position data be exposed in Blueprintexpose_rotation
(bool): [Read-Write] Should rotation data be exposed in Blueprintgoal_name
(Name): [Read-Only] The name used to refer to this goal from outside systems. This is the name to use when referring to this Goal from Blueprint, Anim Graph, Control Rig or IK Retargeter.initial_transform
(Transform): [Read-Only] The initial transform of this Goal, as defined by the initial transform of the Goal’s bone in the retarget pose.position_alpha
(float): [Read-Write] Range 0-1, default is 1. Blend between the input bone position (0.0) and the current goal position (1.0).preview_mode
(IKRigGoalPreviewMode): [Read-Write] Effects how this Goal transform is previewed in the IK Rig editor. “Additive” interprets the Goal transform as being relative to the input pose. Useful for previewing animations. “Absolute” pins the Goal transform to the Gizmo in the viewport.rotation_alpha
(float): [Read-Write] Range 0-1, default is 1. Blend between the input bone rotation (0.0) and the current goal rotation (1.0).size_multiplier
(float): [Read-Write] The size of the Goal gizmo drawing in the editor viewport.thickness_multiplier
(float): [Read-Write] The thickness of the Goal gizmo drawing in the editor viewport.
- property bone_name: Name¶
[Read-Only] The name of the bone that this Goal is located at.
- Type:
(Name)
- property current_transform: Transform¶
[Read-Write] The current transform of this Goal, in the Global Space of the character.
- Type:
- property expose_position: bool¶
[Read-Write] Should position data be exposed in Blueprint
- Type:
(bool)
- property expose_rotation: bool¶
[Read-Write] Should rotation data be exposed in Blueprint
- Type:
(bool)
- property goal_name: Name¶
[Read-Only] The name used to refer to this goal from outside systems. This is the name to use when referring to this Goal from Blueprint, Anim Graph, Control Rig or IK Retargeter.
- Type:
(Name)
- property initial_transform: Transform¶
[Read-Only] The initial transform of this Goal, as defined by the initial transform of the Goal’s bone in the retarget pose.
- Type:
- property position_alpha: float¶
[Read-Write] Range 0-1, default is 1. Blend between the input bone position (0.0) and the current goal position (1.0).
- Type:
(float)
- property preview_mode: IKRigGoalPreviewMode¶
[Read-Write] Effects how this Goal transform is previewed in the IK Rig editor. “Additive” interprets the Goal transform as being relative to the input pose. Useful for previewing animations. “Absolute” pins the Goal transform to the Gizmo in the viewport.
- Type:
- property rotation_alpha: float¶
[Read-Write] Range 0-1, default is 1. Blend between the input bone rotation (0.0) and the current goal rotation (1.0).
- Type:
(float)