unreal.AnimNode_SplineIK

class unreal.AnimNode_SplineIK(component_pose=[], lod_threshold=-1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], control_points=[], roll=0.0, twist_start=0.0, twist_end=0.0, stretch=0.0, offset=0.0)

Bases: unreal.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 Blend
  • alpha_bool_enabled (bool): [Read-Write] Alpha Bool Enabled
  • alpha_curve_name (Name): [Read-Write] Alpha Curve Name
  • alpha_input_type (AnimAlphaInputType): [Read-Write] Alpha Input Type
  • alpha_scale_bias (InputScaleBias): [Read-Write] Alpha Scale Bias
  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clamp
  • 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 LODThreadhold 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.
control_points

(Array(Transform)) – [Read-Write] Transforms applied to spline points *

offset

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

roll

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

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_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.