unreal.PhysicsControlLimbSetupData

class unreal.PhysicsControlLimbSetupData(limb_name: Name = 'None', start_bone: Name = 'None', include_parent_bone: bool = False, create_world_space_controls: bool = False, create_parent_space_controls: bool = False, create_body_modifiers: bool = False)

Bases: StructBase

Setup data that are used to create the representation of a single limb. A limb is an array of contiguous bones (e.g. left arm, or the spine etc). We can define it has the set of bones that are children of a start bone (plus the start bone itself), plus optionally the parent of that start bone (this is useful when defining the spine, since you will want to include the pelvis, but you don’t to include all the children of the pelvis since that would include the legs), but excluding any bones that are already part of another limb. This implies limbs should be constructed in order from leaf to root (in practice, that normally means defining the spine after other limbs such as the arms and legs).

C++ Source:

  • Plugin: PhysicsControl

  • Module: PhysicsControl

  • File: PhysicsControlLimbData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • create_body_modifiers (bool): [Read-Write] Whether to create body modifiers for this limb

  • create_parent_space_controls (bool): [Read-Write] Whether to create parent-space controls for this limb

  • create_world_space_controls (bool): [Read-Write] Whether to create-world space controls for this limb

  • include_parent_bone (bool): [Read-Write] * Whether or not to include the parent of the start bone. This is intended to be used for limbs like * the spine, where you would set StartBone = spine_01 but also expect to include the pelvis (parent * of spine_01) in the spine limb.

  • limb_name (Name): [Read-Write] The name of the limb that this will be used to create

  • start_bone (Name): [Read-Write] * Normally the root-most bone of the limb (e.g. left clavicle when defining the left arm) - so the * limb will contain children of this bone (plus this bone itself).

property create_body_modifiers: bool

[Read-Write] Whether to create body modifiers for this limb

Type:

(bool)

property create_parent_space_controls: bool

[Read-Write] Whether to create parent-space controls for this limb

Type:

(bool)

property create_world_space_controls: bool

[Read-Write] Whether to create-world space controls for this limb

Type:

(bool)

property include_parent_bone: bool

[Read-Write] * Whether or not to include the parent of the start bone. This is intended to be used for limbs like * the spine, where you would set StartBone = spine_01 but also expect to include the pelvis (parent * of spine_01) in the spine limb.

Type:

(bool)

property limb_name: Name

[Read-Write] The name of the limb that this will be used to create

Type:

(Name)

property start_bone: Name

[Read-Write] * Normally the root-most bone of the limb (e.g. left clavicle when defining the left arm) - so the * limb will contain children of this bone (plus this bone itself).

Type:

(Name)