unreal.RigUnit_MultiFABRIK

class unreal.RigUnit_MultiFABRIK(execute_context: ControlRigExecuteContext = [], root_bone: Name = 'None', effectors: None = [], precision: float = 0.0, propagate_to_children: bool = False, max_iterations: int = 0)

Bases: RigUnit_HighlevelBaseMutable

The FABRIK solver can solve multi chains within a root using multi effectors the Forward and Backward Reaching Inverse Kinematics algorithm. For now this node supports single effector chains only.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_MultiFABRIK.h

Editor Properties: (see get_editor_property/set_editor_property)

  • effectors (Array[RigUnit_MultiFABRIK_EndEffector]): [Read-Write]

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

  • max_iterations (int32): [Read-Write] The maximum number of iterations. Values between 4 and 16 are common.

  • precision (float): [Read-Only] The precision to use for the fabrik solver

  • propagate_to_children (bool): [Read-Write] 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.

  • root_bone (Name): [Read-Write] The first bone in the chain to solve

property effectors: None

[Read-Write]

Type:

(Array[RigUnit_MultiFABRIK_EndEffector])

property max_iterations: int

[Read-Write] The maximum number of iterations. Values between 4 and 16 are common.

Type:

(int32)

property precision: float

[Read-Only] The precision to use for the fabrik solver

Type:

(float)

property propagate_to_children: bool

[Read-Write] 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 root_bone: Name

[Read-Write] The first bone in the chain to solve

Type:

(Name)