unreal.RigUnit_TwoBoneIKFK

class unreal.RigUnit_TwoBoneIKFK(rig_unit_name='None', rig_unit_struct_name='None')

Bases: unreal.RigUnit

Spec define: https://wiki.it.epicgames.net/display/TeamOnline/FKIK

C++ Source:

  • Plugin: ControlRig
  • Module: ControlRig
  • File: RigUnit_TwoBoneIKFK.h

Editor Properties: (see get_editor_property/set_editor_property)

  • end_effector (Transform): [Read-Write] # Transform to use as the end effector of the IK system
  • end_joint (Name): [Read-Write] End Joint
  • end_joint_fk_transform (Transform): [Read-Write] End Joint FKTransform
  • execution_type (UnitExecutionType): [Read-Write] Execution Type
  • ik_blend (float): [Read-Write] Float : IKBlend(Default : 0.0) # Blend between 0.0 (FK) and 1.0 (IK)solutions
  • mid_joint_fk_transform (Transform): [Read-Write] Mid Joint FKTransform
  • pole_target (Vector): [Read-Write] # Transform to use as the pole target(specifies the plane of solution)
  • rig_unit_name (Name): [Read-Only] * This is property name given by ControlRig as transient when initialized, so only available in run-time
  • rig_unit_struct_name (Name): [Read-Only] * This is struct name given by ControlRig as transient when initialized, so only available in run-time
  • spin (float): [Read-Write] Float: Spin(Default : 0.0) # Amount of twist to apply to the solution plane(Additive after application of Pole Target motion)
  • start_joint (Name): [Read-Write] Start Joint
  • start_joint_fk_transform (Transform): [Read-Write] Transform : Start Joint FK Transform # Transform for the Start Joint when in FK mode Transform: Mid Joint FK Transform # Transform for the Mid Joint when in FK mode Transform : End Joint FK Transform # Transform for the End Joint when in FK mode
  • use_pole_target (bool): [Read-Write] # Whether or not to use the pole target matrix.If false, use a minimum energy solution