unreal.BodyStateBone

class unreal.BodyStateBone(outer=None, name='None')

Bases: unreal.Object

Body State Bone

C++ Source:

  • Plugin: LeapMotion
  • Module: BodyState
  • File: BodyStateBone.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bone_data (BodyStateBoneData): [Read-Write] Bone Data
  • children (Array(BodyStateBone)): [Read-Write] Children Bones - If available, weak links
  • meta (BodyStateBoneMeta): [Read-Write] Meta
  • name (str): [Read-Write] Human readable name
  • parent (BodyStateBone): [Read-Write] Parent Bone - If available, weak links
bone_data

(BodyStateBoneData) – [Read-Write] Bone Data

change_basis(pre_base, post_base, adjust_vectors=True) → None

Change Basis

Parameters:
children

(Array(BodyStateBone)) – [Read-Write] Children Bones - If available, weak links

enabled() → bool

Convenience Functions

Returns:
Return type:bool
is_tracked() → bool

Is Tracked

Returns:
Return type:bool
meta

(BodyStateBoneMeta) – [Read-Write] Meta

name

(str) – [Read-Write] Human readable name

orientation() → Rotator

Bone Orientation

Returns:
Return type:Rotator
parent

(BodyStateBone) – [Read-Write] Parent Bone - If available, weak links

position() → Vector

Bone Position

Returns:
Return type:Vector
scale() → Vector

Bone Scale

Returns:
Return type:Vector
set_enabled(enable=True) → None

Set Enabled

Parameters:enable (bool) –
set_orientation(orientation) → None

Set Orientation

Parameters:orientation (Rotator) –
set_position(position) → None

Set Position

Parameters:position (Vector) –
set_scale(scale) → None

Set Scale

Parameters:scale (Vector) –
shift_bone(shift_amount) → None

Shift Bone

Parameters:shift_amount (Vector) –
transform() → Transform

Convenience Transform getter

Returns:
Return type:Transform
unique_meta() → BodyStateBoneMeta

Get Unique Meta from first unique parent

Returns:
Return type:BodyStateBoneMeta