unreal.RigUnit_SlideChain

class unreal.RigUnit_SlideChain(execute_context: ControlRigExecuteContext = [], start_bone: Name = 'None', end_bone: Name = 'None', slide_amount: float = 0.0, propagate_to_children: bool = False)

Bases: RigUnit_HighlevelBaseMutable

Slides an existing chain along itself with control over extrapolation.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_SlideChain.h

Editor Properties: (see get_editor_property/set_editor_property)

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

  • 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.

  • slide_amount (float): [Read-Write] The amount of sliding. This unit is multiple of the chain length.

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

property end_bone: Name

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

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 slide_amount: float

[Read-Write] The amount of sliding. This unit is multiple of the chain length.

Type:

(float)

property start_bone: Name

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

Type:

(Name)