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 forhand_skeleton
(HandSkeleton): [Read-Write] Hand Skeleton: What kind of skeleton are we dealing withmirror
(bool): [Read-Write] Mirror: Should the pose be mirrored so it can be applied to the opposite handmotion_range
(MotionRange): [Read-Write] Motion Range: Range of motion for the skeletal input valuessteam_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
- 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
- property steam_vr_skeletal_transform¶
[Read-Write] Steam VRSkeletal Transform: The UE4 equivalent of the SteamVR Transform values per bone
- Type