unreal.RigUnit_ApplyFK

class unreal.RigUnit_ApplyFK(rig_unit_name='None', rig_unit_struct_name='None')

Bases: unreal.RigUnit

Rig Unit Apply FK

C++ Source:

  • Plugin: ControlRig
  • Module: ControlRig
  • File: RigUnit_ApplyFK.h

Editor Properties: (see get_editor_property/set_editor_property)

  • apply_transform_mode (ApplyTransformMode): [Read-Write] Apply Transform Mode
  • apply_transform_space (TransformSpaceMode): [Read-Write] Apply Transform Space
  • base_joint (Name): [Read-Write] Transform op option. Use if ETransformSpace is BaseJoint
  • base_transform (Transform): [Read-Write] Transform op option. Use if ETransformSpace is BaseTransform
  • execution_type (UnitExecutionType): [Read-Write] Execution Type
  • filter (TransformFilter): [Read-Write] The filter determines what axes can be manipulated by the in-viewport widgets
  • joint (Name): [Read-Write] Joint
  • rig_unit_name (Name): [Read-Only] * This is property name given by ControlRig as transient when initialized, so only available in run-time
  • rig_unit_struct_name (Name): [Read-Only] * This is struct name given by ControlRig as transient when initialized, so only available in run-time