unreal.AnimToTextureDataAsset
¶
- class unreal.AnimToTextureDataAsset(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PrimaryDataAsset
Anim to Texture Data Asset
C++ Source:
Plugin: AnimToTexture
Module: AnimToTexture
File: AnimToTextureDataAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
anim_sequences
(Array[AnimToTextureAnimSequenceInfo]): [Read-Write]animation_index
(int32): [Read-Write] AnimationIndex Index of the animation to play. This will internally set Start and End Frame when using AutoPlay. This will be used by UpdateMaterialInstanceFromDataAsset and AssetActions for setting MaterialInstance static switchesanimations
(Array[AnimToTextureAnimInfo]): [Read-Only]attach_to_socket
(Name): [Read-Write] Bone used for Rigid Binding. The bone needs to be part of the RawBones. Sockets and VirtualBones are not supported.auto_play
(bool): [Read-Write] AutoPlay will use Engine Time for driving the animation. This will be used by UpdateMaterialInstanceFromDataAsset and AssetActions for setting MaterialInstance static switchesbone_min_b_box
(Vector3f): [Read-Only]bone_position_texture
(Texture2D): [Read-Write] Texture for storing bone positions This is only used on Bone Modebone_rotation_texture
(Texture2D): [Read-Write] Texture for storing bone rotations This is only used on Bone Modebone_rows_per_frame
(int32): [Read-Only]bone_size_b_box
(Vector3f): [Read-Only]bone_weight_rows_per_frame
(int32): [Read-Only]bone_weight_texture
(Texture2D): [Read-Write] Texture for storing vertex/bone weighting This is only used on Bone Modeenforce_power_of_two
(bool): [Read-Write] Enforce Power Of Two on texture resolutions.frame
(int32): [Read-Write] Frame to play When not using AutoPlay, user is responsible of setting the frame. This will be used by UpdateMaterialInstanceFromDataAsset and AssetActions for setting MaterialInstance static switchesmax_height
(int32): [Read-Write] Max resolution of the texture. A smaller size will be used if the data fits.max_width
(int32): [Read-Write] Max resolution of the texture. A smaller size will be used if the data fits.mode
(AnimToTextureMode): [Read-Write] Storage Mode. Vertex: will store per-vertex position and normal. Bone: Will store per-bone position and rotation and per-vertex bone weight.This is the preferred method if meshes share skeleton.
num_bone_influences
(AnimToTextureNumBoneInfluences): [Read-Write] Number of Bone Influences for deformation. More influences will produce smoother results at the cost of performance. This will be used by UpdateMaterialInstanceFromDataAsset and AssetActions for setting MaterialInstance static switchesnum_bones
(int32): [Read-Only] Total Number of Bonesnum_driver_triangles
(int32): [Read-Write] Number of Driver Triangles Each StaticMesh Vertex will be influenced by N SkeletalMesh (Driver) Triangles. Increasing the Number of Driver Triangles will increase the Mapping computation. Using a single Driver Triangle will do a Rigid Binding to Closest Triangle.num_frames
(int32): [Read-Only] Total Number of Frames in all animationsprecision
(AnimToTexturePrecision): [Read-Write] Texture Precisionroot_transform
(Transform): [Read-Write] Adds transformation to baked textures. This can be used for adding an offset to the animation.sample_rate
(float): [Read-Write]sigma
(float): [Read-Write] Inverse Distance Weighting This exponent value will be used for computing weights for the DriverTriangles. Larger number will create a more contrasted weighting, but it mightskeletal_lod_index
(int32): [Read-Write] SkeletalMesh LOD to bake.skeletal_mesh
(SkeletalMesh): [Read-Write] SkeletalMesh to bake animations from.static_lod_index
(int32): [Read-Write] StaticMesh LOD to bake to.static_mesh
(StaticMesh): [Read-Write] StaticMesh to bake to.uv_channel
(int32): [Read-Write] StaticMesh UVChannel Index for storing vertex information. Make sure this index does not conflict with the Lightmap UV Index.vertex_min_b_box
(Vector3f): [Read-Only]vertex_normal_texture
(Texture2D): [Read-Write] Texture for storing vertex normals This is only used on Vertex Modevertex_position_texture
(Texture2D): [Read-Write] Texture for storing vertex positions This is only used on Vertex Modevertex_rows_per_frame
(int32): [Read-Only]vertex_size_b_box
(Vector3f): [Read-Only]
- property animation_index: int¶
[Read-Write] AnimationIndex Index of the animation to play. This will internally set Start and End Frame when using AutoPlay. This will be used by UpdateMaterialInstanceFromDataAsset and AssetActions for setting MaterialInstance static switches
- Type:
(int32)
- property attach_to_socket: Name¶
[Read-Write] Bone used for Rigid Binding. The bone needs to be part of the RawBones. Sockets and VirtualBones are not supported.
- Type:
(Name)
- property auto_play: bool¶
[Read-Write] AutoPlay will use Engine Time for driving the animation. This will be used by UpdateMaterialInstanceFromDataAsset and AssetActions for setting MaterialInstance static switches
- Type:
(bool)
- property bone_position_texture: Texture2D¶
[Read-Write] Texture for storing bone positions This is only used on Bone Mode
- Type:
- property bone_rotation_texture: Texture2D¶
[Read-Write] Texture for storing bone rotations This is only used on Bone Mode
- Type:
- property bone_weight_texture: Texture2D¶
[Read-Write] Texture for storing vertex/bone weighting This is only used on Bone Mode
- Type:
- bp_get_skeletal_mesh() SkeletalMesh ¶
BP Get Skeletal Mesh
- Return type:
- bp_get_static_mesh() StaticMesh ¶
BP Get Static Mesh
- Return type:
- property enforce_power_of_two: bool¶
[Read-Write] Enforce Power Of Two on texture resolutions.
- Type:
(bool)
- property frame: int¶
[Read-Write] Frame to play When not using AutoPlay, user is responsible of setting the frame. This will be used by UpdateMaterialInstanceFromDataAsset and AssetActions for setting MaterialInstance static switches
- Type:
(int32)
- get_index_from_anim_sequence(sequence) int32 ¶
- Finds AnimSequence Index in the Animations Array.
Only Enabled elements are returned.
Returns -1 if not found.
- Parameters:
sequence (AnimSequence) –
- Return type:
int32
- property max_height: int¶
[Read-Write] Max resolution of the texture. A smaller size will be used if the data fits.
- Type:
(int32)
- property max_width: int¶
[Read-Write] Max resolution of the texture. A smaller size will be used if the data fits.
- Type:
(int32)
- property mode: AnimToTextureMode¶
[Read-Write] Storage Mode. Vertex: will store per-vertex position and normal. Bone: Will store per-bone position and rotation and per-vertex bone weight.
This is the preferred method if meshes share skeleton.
- Type:
- property num_bone_influences: AnimToTextureNumBoneInfluences¶
[Read-Write] Number of Bone Influences for deformation. More influences will produce smoother results at the cost of performance. This will be used by UpdateMaterialInstanceFromDataAsset and AssetActions for setting MaterialInstance static switches
- Type:
- property num_driver_triangles: int¶
[Read-Write] Number of Driver Triangles Each StaticMesh Vertex will be influenced by N SkeletalMesh (Driver) Triangles. Increasing the Number of Driver Triangles will increase the Mapping computation. Using a single Driver Triangle will do a Rigid Binding to Closest Triangle.
- Type:
(int32)
- property precision: AnimToTexturePrecision¶
[Read-Write] Texture Precision
- Type:
- property root_transform: Transform¶
[Read-Write] Adds transformation to baked textures. This can be used for adding an offset to the animation.
- Type:
- property sigma: float¶
[Read-Write] Inverse Distance Weighting This exponent value will be used for computing weights for the DriverTriangles. Larger number will create a more contrasted weighting, but it might
- Type:
(float)
- property skeletal_mesh: SkeletalMesh¶
[Read-Write] SkeletalMesh to bake animations from.
- Type:
- property static_mesh: StaticMesh¶
[Read-Write] StaticMesh to bake to.
- Type:
- property uv_channel: int¶
[Read-Write] StaticMesh UVChannel Index for storing vertex information. Make sure this index does not conflict with the Lightmap UV Index.
- Type:
(int32)
- property vertex_normal_texture: Texture2D¶
[Read-Write] Texture for storing vertex normals This is only used on Vertex Mode
- Type: