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 togetherglobal_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:
- property item: RigElementKey¶
[Read-Only]
- Type: