unreal.RigUnit_SetScale

class unreal.RigUnit_SetScale(execute_context: ControlRigExecuteContext = [], item: RigElementKey = Ellipsis, space: RigVMTransformSpace = Ellipsis, initial: bool = False, scale: Vector = Ellipsis, weight: float = 0.0, propagate_to_children: bool = False)

Bases: RigUnitMutable

SetScale is used to set a single scale on hierarchy.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_SetTransform.h

Editor Properties: (see get_editor_property/set_editor_property)

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

  • initial (bool): [Read-Write] Defines if the transform should be set as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.

  • item (RigElementKey): [Read-Write] The item to set the scale for

  • propagate_to_children (bool): [Read-Write] If set to true children of affected items in the hierarchy will follow the transform change - otherwise only the parent will move.

  • scale (Vector): [Read-Write] The new scale of the given item

  • space (RigVMTransformSpace): [Read-Write] Defines if the scale should be set in local or global space

  • weight (float): [Read-Write] Defines how much the change will be applied

property initial: bool

[Read-Write] Defines if the transform should be set as current (false) or initial (true). Initial transforms for bones and other elements in the hierarchy represent the reference pose’s value.

Type:

(bool)

property item: RigElementKey

[Read-Write] The item to set the scale for

Type:

(RigElementKey)

property propagate_to_children: bool

[Read-Write] If set to true children of affected items in the hierarchy will follow the transform change - otherwise only the parent will move.

Type:

(bool)

property scale: Vector

[Read-Write] The new scale of the given item

Type:

(Vector)

property space: RigVMTransformSpace

[Read-Write] Defines if the scale should be set in local or global space

Type:

(RigVMTransformSpace)

property weight: float

[Read-Write] Defines how much the change will be applied

Type:

(float)