unreal.IKRig_LimbSolver

class unreal.IKRig_LimbSolver(outer: Object | None = None, name: Name | str = 'None')

Bases: IKRigSolver

IKRig Limb Solver

C++ Source:

  • Plugin: IKRig

  • Module: IKRig

  • File: IKRig_LimbSolver.h

Editor Properties: (see get_editor_property/set_editor_property)

  • average_pull (bool): [Read-Write] Pull averaging only has a visual impact when we have more than 2 bones (3 links).

  • enable_limit (bool): [Read-Write] Enable/Disable rotational limits

  • enable_twist_correction (bool): [Read-Write] Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation.

  • end_bone_forward_axis (AxisType): [Read-Write] Forward Axis for Foot bone.

  • hinge_rotation_axis (AxisType): [Read-Write] Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot).

  • max_iterations (int32): [Read-Write] Number of Max Iterations to reach the target

  • min_rotation_angle (float): [Read-Write] Only used if bEnableRotationLimit is enabled. Prevents the leg from folding onto itself, and forces at least this angle between Parent and Child bone.

  • pull_distribution (float): [Read-Write] Re-position limb to distribute pull: 0 = foot, 0.5 = balanced, 1.f = hip

  • reach_precision (float): [Read-Write] Precision (distance to the target)

  • reach_step_alpha (float): [Read-Write] Move end effector towards target. If we are compressing the chain, limit displacement.

  • root_name (Name): [Read-Only]

property average_pull: bool

[Read-Write] Pull averaging only has a visual impact when we have more than 2 bones (3 links).

Type:

(bool)

property enable_limit: bool

[Read-Write] Enable/Disable rotational limits

Type:

(bool)

property enable_twist_correction: bool

[Read-Write] Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation.

Type:

(bool)

property end_bone_forward_axis: AxisType

[Read-Write] Forward Axis for Foot bone.

Type:

(AxisType)

property hinge_rotation_axis: AxisType

[Read-Write] Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot).

Type:

(AxisType)

property max_iterations: int

[Read-Write] Number of Max Iterations to reach the target

Type:

(int32)

property min_rotation_angle: float

[Read-Write] Only used if bEnableRotationLimit is enabled. Prevents the leg from folding onto itself, and forces at least this angle between Parent and Child bone.

Type:

(float)

property pull_distribution: float

0 = foot, 0.5 = balanced, 1.f = hip

Type:

(float)

Type:

[Read-Write] Re-position limb to distribute pull

property reach_precision: float

[Read-Write] Precision (distance to the target)

Type:

(float)

property reach_step_alpha: float

[Read-Write] Move end effector towards target. If we are compressing the chain, limit displacement.

Type:

(float)

property root_name: Name

[Read-Only]

Type:

(Name)