class unreal.AnimNode_TwoBoneIK(component_pose=[], lod_threshold=-1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], effector_location=[0.0, 0.0, 0.0], joint_target_location=[0.0, 0.0, 0.0])?

Bases: unreal.AnimNode_SkeletalControlBase

Simple 2 Bone IK Controller.

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_TwoBoneIK.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_stretching (bool): [Read-Write] Should stretching be allowed, to be prevent over extension
  • allow_twist (bool): [Read-Write] Whether or not to apply twist on the chain of joints. This clears the twist value along the TwistAxis
  • alpha (float): [Read-Write] Current strength of the skeletal control
  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write] Alpha Bool Blend
  • alpha_bool_enabled (bool): [Read-Write] Alpha Bool Enabled
  • alpha_curve_name (Name): [Read-Write] Alpha Curve Name
  • alpha_input_type (AnimAlphaInputType): [Read-Write] Alpha Input Type
  • alpha_scale_bias (InputScaleBias): [Read-Write] Alpha Scale Bias
  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clamp
  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link
  • effector_location (Vector): [Read-Write] Effector Location. Target Location to reach.
  • effector_location_space (BoneControlSpace): [Read-Write] Reference frame of Effector Location.
  • effector_target (BoneSocketTarget): [Read-Write] Effector Target
  • ik_bone (BoneReference): [Read-Write] Name of bone to control. This is the main bone chain to modify from. *
  • joint_target (BoneSocketTarget): [Read-Write] Joint Target
  • joint_target_location (Vector): [Read-Write] Joint Target Location. Location used to orient Joint bone. *
  • joint_target_location_space (BoneControlSpace): [Read-Write] Reference frame of Joint Target Location.
  • lod_threshold (int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited
  • maintain_effector_rel_rot (bool): [Read-Write] Keep local rotation of end bone
  • max_stretch_scale (float): [Read-Write] Limits to use if stretching is allowed. This value determins what is the max stretch scale. For example, 1.5 means it will stretch until 150 % of the whole length of the limb.
  • start_stretch_ratio (float): [Read-Write] Limits to use if stretching is allowed. This value determines when to start stretch. For example, 0.9 means once it reaches 90% of the whole length of the limb, it will start apply.
  • take_rotation_from_effector_space (bool): [Read-Write] Set end bone to use End Effector rotation
  • twist_axis (Axis): [Read-Write] Specify which axis it’s aligned. Used when removing twist

(Vector) – [Read-Write] Effector Location. Target Location to reach.


(Vector) – [Read-Write] Joint Target Location. Location used to orient Joint bone. *