unreal.GroomBindingAsset

class unreal.GroomBindingAsset(outer=None, name='None')

Bases: unreal.Object

Implements an asset that can be used to store binding information between a groom and a skeletal mesh

C++ Source:

  • Plugin: HairStrands

  • Module: HairStrandsCore

  • File: GroomBindingAsset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • groom (GroomAsset): [Read-Only] Groom to bind.

  • group_infos (Array(GoomBindingGroupInfo)): [Read-Write] Group Infos

  • num_interpolation_points (int32): [Read-Only] Number of points used for the rbf interpolation

  • source_skeletal_mesh (SkeletalMesh): [Read-Only] Skeletal mesh on which the groom has been authored. This is optional, and used only if the hair

    binding is done a different mesh than the one which it has been authored

  • target_skeletal_mesh (SkeletalMesh): [Read-Only] Skeletal mesh on which the groom is attached to.

property groom

[Read-Only] Groom to bind.

Type

(GroomAsset)

property group_infos

[Read-Write] Group Infos

Type

(Array(GoomBindingGroupInfo))

property num_interpolation_points

[Read-Only] Number of points used for the rbf interpolation

Type

(int32)

property source_skeletal_mesh

[Read-Only] Skeletal mesh on which the groom has been authored. This is optional, and used only if the hair binding is done a different mesh than the one which it has been authored

Type

(SkeletalMesh)

property target_skeletal_mesh

[Read-Only] Skeletal mesh on which the groom is attached to.

Type

(SkeletalMesh)