unreal.SkeletalMesh
¶
-
class
unreal.
SkeletalMesh
(outer=None, name='None')¶ Bases:
unreal.StreamableRenderAsset
SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc). https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/:
C++ Source:
Module: Engine
File: SkeletalMesh.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_data
(AssetImportData): [Read-Write] Importing data and options used for this meshasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the assetdefault_animating_rig
(Object): [Read-Write] The Default Control Rig To Animate with when used in Sequnecer.disable_below_min_lod_stripping
(PerPlatformBool): [Read-Write] when true all lods below minlod will still be cookedenable_per_poly_collision
(bool): [Read-Write] Uses skinned data for collision data. Per poly collision cannot be used for simulation, in most cases you are better off using the physics assetglobal_force_mip_levels_to_be_resident
(bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident.lod_info
(Array(SkeletalMeshLODInfo)): [Read-Write] Struct containing information for each LOD level, such as materials to use, and when use the LOD.lod_settings
(SkeletalMeshLODSettings): [Read-Write] LODSettingsmaterials
(Array(SkeletalMaterial)): [Read-Write] List of materials applied to this mesh.max_num_optional_lo_ds
(PerPlatformInt): [Read-Write] Maximum number of LODs below min LOD level that can be saved to optional pak (currently, need to be either 0 or > num of LODs below MinLod)max_num_streamed_lo_ds
(PerPlatformInt): [Read-Write] Maximum number of LODs that can be streamedmesh_clothing_assets
(Array(ClothingAssetBase)): [Read-Write] Clothing assets imported to this mesh. May or may not be in use currently on the mesh. Ordering not guaranteed, use the provided getters to access elements in this array whenever possiblemin_lod
(PerPlatformInt): [Read-Write] Minimum LOD to render. Can be overridden per component as well as set here for all mesh instances heremorph_targets
(Array(MorphTarget)): [Read-Write] Morph Targetsnegative_bounds_extension
(Vector): [Read-Write] Bound extension values in addition to imported bound in the negative direction of XYZ,positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].
never_stream
(bool): [Read-Write] Never Streamnode_mapping_data
(Array(NodeMappingContainer)): [Read-Write] Mapping data that is savednum_cinematic_mip_levels
(int32): [Read-Write] Number of mip-levels to use for cinematic quality.override_lod_streaming_settings
(bool): [Read-Write] Whether this skeletal mesh overrides default LOD streaming settings.physics_asset
(PhysicsAsset): [Read-Write] Physics and collision information used for this USkeletalMesh, set up in Physics Asset Editor. This is used for per-bone hit detection, accurate bounding box calculation and ragdoll physics for example.positive_bounds_extension
(Vector): [Read-Write] Bound extension values in addition to imported bound in the positive direction of XYZ,positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].
post_process_anim_blueprint
(type(Class)): [Read-Write] Animation Blueprint class to run as a post process for this mesh. This blueprint will be ran before physics, but after the main anim instance for any skeletal mesh component using this mesh.sampling_info
(SkeletalMeshSamplingInfo): [Read-Write] Defines if and how to generate a set of precomputed data allowing targeted and fast sampling of this mesh on the CPU.shadow_physics_asset
(PhysicsAsset): [Read-Write] Physics asset whose shapes will be used for shadowing when components have bCastCharacterCapsuleDirectShadow or bCastCharacterCapsuleIndirectShadow enabled. Only spheres and sphyl shapes in the physics asset can be supported. The more shapes used, the higher the cost of the capsule shadows will be.skel_mirror_axis
(AxisType): [Read-Write] Skel Mirror Axisskel_mirror_flip_axis
(AxisType): [Read-Write] Skel Mirror Flip Axisskel_mirror_table
(Array(BoneMirrorInfo)): [Read-Write] List of bones that should be mirrored.skeleton
(Skeleton): [Read-Only] Skeleton of this skeletal mesh *skin_weight_profiles
(Array(SkinWeightProfileInfo)): [Read-Write] Set of skin weight profiles associated with this meshsupport_lod_streaming
(PerPlatformBool): [Read-Write] Whether we can stream the LODs of this meshthumbnail_info
(ThumbnailInfo): [Read-Only] Information for thumbnail rendering
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find_socket
(socket_name) → SkeletalMeshSocket¶ Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.
- Parameters
socket_name (Name) –
- Returns
- Return type
-
find_socket_and_index
(socket_name) -> (SkeletalMeshSocket, out_index=int32)¶ Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex()
- Parameters
socket_name (Name) –
- Returns
out_index (int32):
- Return type
int32
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find_socket_info
(socket_name) -> (SkeletalMeshSocket, out_transform=Transform, out_bone_index=int32, out_index=int32)¶ Find a socket object and asscociated info in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex() Also rteturns the socket loca transform and the bone index (if any)
- Parameters
socket_name (Name) –
- Returns
out_transform (Transform):
out_bone_index (int32):
out_index (int32):
- Return type
tuple
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get_all_morph_target_names
()¶ Returns the list of all morph targets of this skeletal mesh
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get_bounds
() → BoxSphereBounds¶ Get the extended bounds of this mesh (imported bounds plus bounds extension)
- Returns
- Return type
-
get_imported_bounds
() → BoxSphereBounds¶ Get the original imported bounds of the skel mesh
- Returns
- Return type
-
get_node_mapping_container
(source_asset) → NodeMappingContainer¶ Get Node Mapping Container
- Parameters
source_asset (Blueprint) –
- Returns
- Return type
-
get_socket_by_index
(index) → SkeletalMeshSocket¶ Returns a socket by index. Max index is NumSockets(). The meshes sockets are accessed first, then the skeletons.
- Parameters
index (int32) –
- Returns
- Return type
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is_section_using_cloth
(section_index, check_corresponding_sections=True) → bool¶ Checks whether the provided section is using APEX cloth. if bCheckCorrespondingSections is true disabled sections will defer to correspond sections to see if they use cloth (non-cloth sections are disabled and another section added when cloth is enabled, using this flag allows for a check on the original section to succeed)
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property
lod_settings
¶ [Read-Write] LODSettings
- Type
-
property
materials
¶ [Read-Write] List of materials applied to this mesh.
- Type
-
property
mesh_clothing_assets
¶ [Read-Only] Clothing assets imported to this mesh. May or may not be in use currently on the mesh. Ordering not guaranteed, use the provided getters to access elements in this array whenever possible
- Type
-
property
morph_targets
¶ [Read-Write] Morph Targets
- Type
(Array(MorphTarget))
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property
negative_bounds_extension
¶ [Read-Only] Bound extension values in addition to imported bound in the negative direction of XYZ, positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].
- Type
(Vector)
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property
node_mapping_data
¶ [Read-Only] Mapping data that is saved
- Type
-
num_sockets
() → int32¶ Returns the number of sockets available. Both on this mesh and it’s skeleton.
- Returns
- Return type
int32
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property
physics_asset
¶ [Read-Only] Physics and collision information used for this USkeletalMesh, set up in Physics Asset Editor. This is used for per-bone hit detection, accurate bounding box calculation and ragdoll physics for example.
- Type
-
property
positive_bounds_extension
¶ [Read-Only] Bound extension values in addition to imported bound in the positive direction of XYZ, positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].
- Type
(Vector)
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property
post_process_anim_blueprint
¶ [Read-Only] Animation Blueprint class to run as a post process for this mesh. This blueprint will be ran before physics, but after the main anim instance for any skeletal mesh component using this mesh.
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regenerate_lod
(new_lod_count=0, regenerate_even_if_imported=False, generate_base_lod=False) → bool¶ Regenerate LODs of the mesh
- Parameters
new_lod_count (int32) – Set valid value (>0) if you want to change LOD count. Otherwise, it will use the current LOD and regenerate
regenerate_even_if_imported (bool) – If this is true, it only regenerate even if this LOD was imported before If false, it will regenerate for only previously auto generated ones
generate_base_lod (bool) – If this is true and there is some reduction data, the base LOD will be reduce according to the settings
- Returns
true if succeed. If mesh reduction is not available this will return false.
- Return type
-
remove_lo_ds
(to_remove_lo_ds) → bool¶ Remove all the specified LODs. This function will remove all the valid LODs in the list. Valid LOD is any LOD greater then 0 that exist in the skeletalmesh. We cannot remove the base LOD 0.
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property
shadow_physics_asset
¶ [Read-Only] Physics asset whose shapes will be used for shadowing when components have bCastCharacterCapsuleDirectShadow or bCastCharacterCapsuleIndirectShadow enabled. Only spheres and sphyl shapes in the physics asset can be supported. The more shapes used, the higher the cost of the capsule shadows will be.
- Type