unreal.AnimNode_SpringBone

class unreal.AnimNode_SpringBone(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], max_displacement=0.0)

Bases: unreal.AnimNode_SkeletalControlBase

Simple controller that replaces or adds to the translation/rotation of a single bone.

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_SpringBone.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
  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link
  • error_reset_thresh (float): [Read-Write] If spring stretches more than this, reset it. Useful for catching teleports etc
  • limit_displacement (bool): [Read-Write] Limit the amount that a bone can stretch from its ref-pose length.
  • 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
  • max_displacement (float): [Read-Write] If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
  • rotate_x (bool): [Read-Write] If true take the spring calculation for rotation in X
  • rotate_y (bool): [Read-Write] If true take the spring calculation for rotation in Y
  • rotate_z (bool): [Read-Write] If true take the spring calculation for rotation in Z
  • spring_bone (BoneReference): [Read-Write] Name of bone to control. This is the main bone chain to modify from. *
  • spring_damping (float): [Read-Write] Damping of spring
  • spring_stiffness (float): [Read-Write] Stiffness of spring
  • translate_x (bool): [Read-Write] If true take the spring calculation for translation in X
  • translate_y (bool): [Read-Write] If true take the spring calculation for translation in Y
  • translate_z (bool): [Read-Write] If true take the spring calculation for translation in Z
max_displacement

(float) – [Read-Write] If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose.