unreal.RigUnit_PoseLoop

class unreal.RigUnit_PoseLoop(execute_context: ControlRigExecuteContext = [], pose: RigPose = [], item: RigElementKey = Ellipsis, global_transform: Transform = Ellipsis, local_transform: Transform = Ellipsis, curve_value: float = 0.0, index: int = 0, count: int = 0, ratio: float = 0.0, completed: ControlRigExecuteContext = [])

Bases: RigUnit_HierarchyBaseMutable

Given a pose, execute iteratively across all items in the pose

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_Hierarchy.h

Editor Properties: (see get_editor_property/set_editor_property)

  • completed (ControlRigExecuteContext): [Read-Write]

  • count (int32): [Read-Write]

  • curve_value (float): [Read-Write]

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

  • global_transform (Transform): [Read-Write]

  • index (int32): [Read-Write]

  • item (RigElementKey): [Read-Write]

  • local_transform (Transform): [Read-Write]

  • pose (RigPose): [Read-Write]

  • ratio (float): [Read-Write] Ranging from 0.0 (first item) and 1.0 (last item) This is useful to drive a consecutive node with a curve or an ease to distribute a value.

property completed: ControlRigExecuteContext

[Read-Only]

Type:

(ControlRigExecuteContext)

property count: int

[Read-Only]

Type:

(int32)

property curve_value: float

[Read-Only]

Type:

(float)

property global_transform: Transform

[Read-Only]

Type:

(Transform)

property index: int

[Read-Only]

Type:

(int32)

property item: RigElementKey

[Read-Only]

Type:

(RigElementKey)

property local_transform: Transform

[Read-Only]

Type:

(Transform)

property pose: RigPose

[Read-Write]

Type:

(RigPose)

property ratio: float

[Read-Only] Ranging from 0.0 (first item) and 1.0 (last item) This is useful to drive a consecutive node with a curve or an ease to distribute a value.

Type:

(float)