unreal.RigControl

class unreal.RigControl(name: Name = 'None', index: int = 0, control_type: RigControlType = Ellipsis, display_name: Name = 'None', parent_name: Name = 'None', parent_index: int = 0, space_name: Name = 'None', space_index: int = 0, offset_transform: Transform = Ellipsis, initial_value: RigControlValue = [], value: RigControlValue = [], primary_axis: RigControlAxis = Ellipsis, animatable: bool = False, limit_translation: bool = False, limit_rotation: bool = False, limit_scale: bool = False, draw_limits: bool = False, minimum_value: RigControlValue = [], maximum_value: RigControlValue = [], gizmo_enabled: bool = False, gizmo_visible: bool = False, gizmo_name: Name = 'None', gizmo_transform: Transform = Ellipsis, gizmo_color: LinearColor = Ellipsis, is_transient_control: bool = False, control_enum: Enum = Ellipsis)

Bases: RigElement

Rig Control

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigControlHierarchy.h

Editor Properties: (see get_editor_property/set_editor_property)

  • animatable (bool): [Read-Write] If the control is animatable in sequencer

  • control_enum (Enum): [Read-Write] If the control is transient and only visible in the control rig editor

  • control_type (RigControlType): [Read-Write]

  • display_name (Name): [Read-Write]

  • draw_limits (bool): [Read-Write] True if the limits should be drawn in debug.

  • gizmo_color (LinearColor): [Read-Write]

  • gizmo_enabled (bool): [Read-Write] Set to true if the gizmo is enabled in 3d

  • gizmo_name (Name): [Read-Write] This is optional UI setting - this doesn’t mean this is always used, but it is optional for manipulation layer to use this

  • gizmo_transform (Transform): [Read-Write]

  • gizmo_visible (bool): [Read-Write] Set to true if the gizmo is currently visible in 3d

  • index (int32): [Read-Only]

  • initial_value (RigControlValue): [Read-Only] The value that a control is reset to during begin play or when the control rig is instantiated.

  • is_transient_control (bool): [Read-Write] If the control is transient and only visible in the control rig editor

  • limit_rotation (bool): [Read-Write] True if the control has to obey rotation limits.

  • limit_scale (bool): [Read-Write] True if the control has to obey scale limits.

  • limit_translation (bool): [Read-Write] True if the control has to obey translation limits.

  • maximum_value (RigControlValue): [Read-Write] The maximum limit of the control’s value

  • minimum_value (RigControlValue): [Read-Write] The minimum limit of the control’s value

  • name (Name): [Read-Write]

  • offset_transform (Transform): [Read-Write] Used to offset a control in global space. This can be useful to offset a float control by rotating it or translating it.

  • parent_index (int32): [Read-Write]

  • parent_name (Name): [Read-Only]

  • primary_axis (RigControlAxis): [Read-Write] the primary axis to use for float controls

  • space_index (int32): [Read-Write]

  • space_name (Name): [Read-Only]

  • value (RigControlValue): [Read-Only] The current value of the control.

property animatable: bool

[Read-Write] If the control is animatable in sequencer

Type:

(bool)

property control_enum: Enum

[Read-Only] If the control is transient and only visible in the control rig editor

Type:

(Enum)

property control_type: RigControlType

[Read-Write]

Type:

(RigControlType)

property display_name: Name

[Read-Write]

Type:

(Name)

property draw_limits: bool

[Read-Write] True if the limits should be drawn in debug.

Type:

(bool)

property gizmo_color: LinearColor

[Read-Write]

Type:

(LinearColor)

property gizmo_enabled: bool

[Read-Write] Set to true if the gizmo is enabled in 3d

Type:

(bool)

property gizmo_name: Name

[Read-Write] This is optional UI setting - this doesn’t mean this is always used, but it is optional for manipulation layer to use this

Type:

(Name)

property gizmo_transform: Transform

[Read-Write]

Type:

(Transform)

property gizmo_visible: bool

[Read-Write] Set to true if the gizmo is currently visible in 3d

Type:

(bool)

property initial_value: RigControlValue

[Read-Only] The value that a control is reset to during begin play or when the control rig is instantiated.

Type:

(RigControlValue)

property is_transient_control: bool

[Read-Write] If the control is transient and only visible in the control rig editor

Type:

(bool)

property limit_rotation: bool

[Read-Write] True if the control has to obey rotation limits.

Type:

(bool)

property limit_scale: bool

[Read-Write] True if the control has to obey scale limits.

Type:

(bool)

property limit_translation: bool

[Read-Write] True if the control has to obey translation limits.

Type:

(bool)

property maximum_value: RigControlValue

[Read-Write] The maximum limit of the control’s value

Type:

(RigControlValue)

property minimum_value: RigControlValue

[Read-Write] The minimum limit of the control’s value

Type:

(RigControlValue)

property offset_transform: Transform

[Read-Write] Used to offset a control in global space. This can be useful to offset a float control by rotating it or translating it.

Type:

(Transform)

property parent_index: int

[Read-Only]

Type:

(int32)

property parent_name: Name

[Read-Only]

Type:

(Name)

property primary_axis: RigControlAxis

[Read-Write] the primary axis to use for float controls

Type:

(RigControlAxis)

property space_index: int

[Read-Only]

Type:

(int32)

property space_name: Name

[Read-Only]

Type:

(Name)

property value: RigControlValue

[Read-Only] The current value of the control.

Type:

(RigControlValue)