unreal.RigUnit_ModifyBoneTransforms

class unreal.RigUnit_ModifyBoneTransforms(execute_context: ControlRigExecuteContext = [], bone_to_modify: None = [], weight: float = 0.0, weight_minimum: float = 0.0, weight_maximum: float = 0.0, mode: ControlRigModifyBoneMode = Ellipsis)

Bases: RigUnit_HighlevelBaseMutable

ModifyBonetransforms is used to perform a change in the hierarchy by setting one or more bones’ transforms.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_ModifyBoneTransforms.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bone_to_modify (Array[RigUnit_ModifyBoneTransforms_PerBone]): [Read-Write] The bones to modify.

  • execute_context (ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units together

  • mode (ControlRigModifyBoneMode): [Read-Only] Defines if the bone’s transform should be set in local or global space, additive or override.

  • weight (float): [Read-Write] At 1 this sets the transform, between 0 and 1 the transform is blended with previous results.

  • weight_maximum (float): [Read-Only] The maximum of the weight - defaults to 1.0

  • weight_minimum (float): [Read-Only] The minimum of the weight - defaults to 0.0

property bone_to_modify: None

[Read-Write] The bones to modify.

Type:

(Array[RigUnit_ModifyBoneTransforms_PerBone])

property mode: ControlRigModifyBoneMode

[Read-Only] Defines if the bone’s transform should be set in local or global space, additive or override.

Type:

(ControlRigModifyBoneMode)

property weight: float

[Read-Write] At 1 this sets the transform, between 0 and 1 the transform is blended with previous results.

Type:

(float)

property weight_maximum: float

[Read-Only] The maximum of the weight - defaults to 1.0

Type:

(float)

property weight_minimum: float

[Read-Only] The minimum of the weight - defaults to 0.0

Type:

(float)