unreal.AnimNode_SteamVRInputAnimPose

class unreal.AnimNode_SteamVRInputAnimPose(motion_range=MotionRange.VR_WITHOUT_CONTROLLER, hand=Hand.VR_LEFT_HAND, hand_skeleton=HandSkeleton.VR_STEAM_VR_HAND_SKELETON, mirror=False, steam_vr_skeletal_transform=[[[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [- 0.0, 0.0, 0.0], [1.0, 1.0, 1.0]]])

Bases: unreal.AnimNode_Base

Custom animation node to retrieve poses from the Skeletal Input System

C++ Source:

  • Plugin: SteamVR

  • Module: SteamVRInputDevice

  • File: AnimNode_SteamVRInputAnimPose.h

Editor Properties: (see get_editor_property/set_editor_property)

  • hand (Hand): [Read-Write] Hand: Which hand should the animation node retrieve skeletal input values for

  • hand_skeleton (HandSkeleton): [Read-Write] Hand Skeleton: What kind of skeleton are we dealing with

  • mirror (bool): [Read-Write] Mirror: Should the pose be mirrored so it can be applied to the opposite hand

  • motion_range (MotionRange): [Read-Write] Motion Range: Range of motion for the skeletal input values

  • steam_vr_skeletal_transform (SteamVRSkeletonTransform): [Read-Write] Steam VRSkeletal Transform: The UE4 equivalent of the SteamVR Transform values per bone

property hand

[Read-Write] Hand: Which hand should the animation node retrieve skeletal input values for

Type

(Hand)

property hand_skeleton

[Read-Write] Hand Skeleton: What kind of skeleton are we dealing with

Type

(HandSkeleton)

property mirror

[Read-Write] Mirror: Should the pose be mirrored so it can be applied to the opposite hand

Type

(bool)

property motion_range

[Read-Write] Motion Range: Range of motion for the skeletal input values

Type

(MotionRange)

property steam_vr_skeletal_transform

[Read-Write] Steam VRSkeletal Transform: The UE4 equivalent of the SteamVR Transform values per bone

Type

(SteamVRSkeletonTransform)