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 switches

  • animations (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 switches

  • bone_min_b_box (Vector3f): [Read-Only]

  • bone_position_texture (Texture2D): [Read-Write] Texture for storing bone positions This is only used on Bone Mode

  • bone_rotation_texture (Texture2D): [Read-Write] Texture for storing bone rotations This is only used on Bone Mode

  • bone_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 Mode

  • enforce_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 switches

  • max_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 switches

  • num_bones (int32): [Read-Only] Total Number of Bones

  • num_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 animations

  • precision (AnimToTexturePrecision): [Read-Write] Texture Precision

  • root_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 might

  • skeletal_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 Mode

  • vertex_position_texture (Texture2D): [Read-Write] Texture for storing vertex positions This is only used on Vertex Mode

  • vertex_rows_per_frame (int32): [Read-Only]

  • vertex_size_b_box (Vector3f): [Read-Only]

property anim_sequences: None

[Read-Write]

Type:

(Array[AnimToTextureAnimSequenceInfo])

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 animations: None

[Read-Only]

Type:

(Array[AnimToTextureAnimInfo])

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_min_b_box: Vector3f

[Read-Only]

Type:

(Vector3f)

property bone_position_texture: Texture2D

[Read-Write] Texture for storing bone positions This is only used on Bone Mode

Type:

(Texture2D)

property bone_rotation_texture: Texture2D

[Read-Write] Texture for storing bone rotations This is only used on Bone Mode

Type:

(Texture2D)

property bone_rows_per_frame: int

[Read-Only]

Type:

(int32)

property bone_size_b_box: Vector3f

[Read-Only]

Type:

(Vector3f)

property bone_weight_rows_per_frame: int

[Read-Only]

Type:

(int32)

property bone_weight_texture: Texture2D

[Read-Write] Texture for storing vertex/bone weighting This is only used on Bone Mode

Type:

(Texture2D)

bp_get_bone_position_texture() Texture2D

BP Get Bone Position Texture

Return type:

Texture2D

bp_get_bone_rotation_texture() Texture2D

BP Get Bone Rotation Texture

Return type:

Texture2D

bp_get_bone_weight_texture() Texture2D

BP Get Bone Weight Texture

Return type:

Texture2D

bp_get_skeletal_mesh() SkeletalMesh

BP Get Skeletal Mesh

Return type:

SkeletalMesh

bp_get_static_mesh() StaticMesh

BP Get Static Mesh

Return type:

StaticMesh

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:

(AnimToTextureMode)

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:

(AnimToTextureNumBoneInfluences)

property num_bones: int

[Read-Only] Total Number of Bones

Type:

(int32)

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 num_frames: int

[Read-Only] Total Number of Frames in all animations

Type:

(int32)

property precision: AnimToTexturePrecision

[Read-Write] Texture Precision

Type:

(AnimToTexturePrecision)

property root_transform: Transform

[Read-Write] Adds transformation to baked textures. This can be used for adding an offset to the animation.

Type:

(Transform)

property sample_rate: float

[Read-Write]

Type:

(float)

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_lod_index: int

[Read-Write] SkeletalMesh LOD to bake.

Type:

(int32)

property skeletal_mesh: SkeletalMesh

[Read-Write] SkeletalMesh to bake animations from.

Type:

(SkeletalMesh)

property static_lod_index: int

[Read-Write] StaticMesh LOD to bake to.

Type:

(int32)

property static_mesh: StaticMesh

[Read-Write] StaticMesh to bake to.

Type:

(StaticMesh)

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_min_b_box: Vector3f

[Read-Only]

Type:

(Vector3f)

property vertex_normal_texture: Texture2D

[Read-Write] Texture for storing vertex normals This is only used on Vertex Mode

Type:

(Texture2D)

property vertex_position_texture: Texture2D

[Read-Write] Texture for storing vertex positions This is only used on Vertex Mode

Type:

(Texture2D)

property vertex_rows_per_frame: int

[Read-Only]

Type:

(int32)

property vertex_size_b_box: Vector3f

[Read-Only]

Type:

(Vector3f)