unreal.AnimNode_SplineIK

class unreal.AnimNode_SplineIK(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, control_points: None = [], roll: float = 0.0, twist_start: float = 0.0, twist_end: float = 0.0, stretch: float = 0.0, offset: float = 0.0)

Bases: AnimNode_SkeletalControlBase

Anim Node Spline IK

C++ Source:

  • Module: AnimGraphRuntime

  • File: AnimNode_SplineIK.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alpha (float): [Read-Write] Current strength of the skeletal control

  • alpha_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]

  • auto_calculate_spline (bool): [Read-Write] The number of points in the spline if we are specifying it directly

  • bone_axis (SplineBoneAxis): [Read-Write] Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve.

  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link

  • control_points (Array[Transform]): [Read-Write] Transforms applied to spline points *

  • end_bone (BoneReference): [Read-Write] Name of bone at the end of the spline chain. Bones after this will not be altered by the controller.

  • 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-visited

  • offset (float): [Read-Write] The distance along the spline from the start from which bones are constrained

  • point_count (int32): [Read-Write] The number of points in the spline if we are not auto-calculating

  • roll (float): [Read-Write] Overall roll of the spline, applied on top of other rotations along the direction of the spline

  • start_bone (BoneReference): [Read-Write] Name of root bone from which the spline extends *

  • stretch (float): [Read-Write] The maximum stretch allowed when fitting bones to the spline. 0.0 means bones do not stretch their length, 1.0 means bones stretch to the length of the spline

  • twist_blend (AlphaBlend): [Read-Write] How to interpolate twist along the length of the spline

  • twist_end (float): [Read-Write] The twist of the end bone. Twist is interpolated along the spline according to Twist Blend.

  • twist_start (float): [Read-Write] The twist of the start bone. Twist is interpolated along the spline according to Twist Blend.

property control_points: None

[Read-Write] Transforms applied to spline points *

Type:

(Array[Transform])

property offset: float

[Read-Write] The distance along the spline from the start from which bones are constrained

Type:

(float)

property roll: float

[Read-Write] Overall roll of the spline, applied on top of other rotations along the direction of the spline

Type:

(float)

property stretch: float

[Read-Write] The maximum stretch allowed when fitting bones to the spline. 0.0 means bones do not stretch their length, 1.0 means bones stretch to the length of the spline

Type:

(float)

property twist_end: float

[Read-Write] The twist of the end bone. Twist is interpolated along the spline according to Twist Blend.

Type:

(float)

property twist_start: float

[Read-Write] The twist of the start bone. Twist is interpolated along the spline according to Twist Blend.

Type:

(float)