unreal.AnimNode_LegIK
¶
- class unreal.AnimNode_LegIK(component_pose: ComponentSpacePoseLink = [], lod_threshold: int = 0, alpha_input_type: AnimAlphaInputType = Ellipsis, alpha_bool_enabled: bool = False, alpha: float = 0.0, alpha_scale_bias: InputScaleBias = Ellipsis, alpha_bool_blend: InputAlphaBoolBlend = Ellipsis, alpha_curve_name: Name = 'None', alpha_scale_bias_clamp: InputScaleBiasClamp = Ellipsis)¶
Bases:
AnimNode_SkeletalControlBase
Anim Node Leg IK
C++ Source:
Module: AnimGraphRuntime
File: AnimNode_LegIK.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Current strength of the skeletal controlalpha_bool_blend
(InputAlphaBoolBlend): [Read-Write]alpha_bool_enabled
(bool): [Read-Write]alpha_curve_name
(Name): [Read-Write]alpha_input_type
(AnimAlphaInputType): [Read-Write]alpha_scale_bias
(InputScaleBias): [Read-Write]alpha_scale_bias_clamp
(InputScaleBiasClamp): [Read-Write]component_pose
(ComponentSpacePoseLink): [Read-Write] Input linklegs_definition
(Array[AnimLegIKDefinition]): [Read-Write]lod_threshold
(int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visitedmax_iterations
(int32): [Read-Write] Max Number of Iterations.reach_precision
(float): [Read-Write] Tolerance for reaching IK Target, in unreal units.soft_alpha
(float): [Read-Write] Default is 1.0 (full). Range is 0 to 1. Blends the effect of the “softness” on/off.soft_percent_length
(float): [Read-Write] Default is 1.0 (off). Range is 0.1 to 1.0. When set to a value less than 1, will “softly” approach full extension starting when the effector distance from the root of the chain is greater than this percent length of the bone chain. Typical values are around 0.97. This is useful for preventing the knee from “popping” when approaching full extension.