class unreal.AnimLegIKDefinition?

Bases: unreal.StructBase

Per foot definitions

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_LegIK.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enable_knee_twist_correction (bool): [Read-Write] Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation.
  • enable_rotation_limit (bool): [Read-Write] If enabled, we prevent the leg from bending backwards and enforce a min compression angle
  • fk_foot_bone (BoneReference): [Read-Write] FKFoot Bone
  • foot_bone_forward_axis (AxisType): [Read-Write] Forward Axis for Foot bone.
  • hinge_rotation_axis (AxisType): [Read-Write] Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot).
  • ik_foot_bone (BoneReference): [Read-Write] IKFoot Bone
  • min_rotation_angle (float): [Read-Write] Only used if bEnableRotationLimit is enabled. Prevents the leg from folding onto itself, and forces at least this angle between Parent and Child bone.
  • num_bones_in_limb (int32): [Read-Write] Num Bones in Limb