unreal.RigUnit_DistributeRotation

class unreal.RigUnit_DistributeRotation(execute_context: ControlRigExecuteContext = [], start_bone: Name = 'None', end_bone: Name = 'None', rotations: None = [], rotation_ease_type: RigVMAnimEasingType = Ellipsis, weight: float = 0.0, propagate_to_children: bool = False)

Bases: RigUnit_HighlevelBaseMutable

Distributes rotations provided along a chain. Each rotation is expressed by a quaternion and a ratio, where the ratio is between 0.0 and 1.0 Note: This node adds rotation in local space of each bone!

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_DistributeRotation.h

Editor Properties: (see get_editor_property/set_editor_property)

  • end_bone (Name): [Read-Write] The name of the last bone to align

  • execute_context (ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units together

  • propagate_to_children (bool): [Read-Only] If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.

  • rotation_ease_type (RigVMAnimEasingType): [Read-Only] The easing to use between to rotations.

  • rotations (Array[RigUnit_DistributeRotation_Rotation]): [Read-Write] The list of rotations to be applied

  • start_bone (Name): [Read-Write] The name of the first bone to align

  • weight (float): [Read-Write] The weight of the solver - how much the rotation should be applied

property end_bone: Name

[Read-Write] The name of the last bone to align

Type:

(Name)

property propagate_to_children: bool

[Read-Only] If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.

Type:

(bool)

property rotation_ease_type: RigVMAnimEasingType

[Read-Only] The easing to use between to rotations.

Type:

(RigVMAnimEasingType)

property rotations: None

[Read-Write] The list of rotations to be applied

Type:

(Array[RigUnit_DistributeRotation_Rotation])

property start_bone: Name

[Read-Write] The name of the first bone to align

Type:

(Name)

property weight: float

[Read-Write] The weight of the solver - how much the rotation should be applied

Type:

(float)