unreal.AnimSeqExportOption
¶
- class unreal.AnimSeqExportOption(outer=None, name='None')¶
Bases:
unreal.Object
Anim Seq Export Option
C++ Source:
Module: UnrealEd
File: AnimSeqExportOption.h
Editor Properties: (see get_editor_property/set_editor_property)
delay_before_start
(FrameNumber): [Read-Write] Delay Before Start: Number of Display Rate frames to delay at the same frame before doing the export. It will evalaute first, then any warm up, then the export. Use it if there is some post anim BP effects you want to ran repeatedly at the start.evaluate_all_skeletal_mesh_components
(bool): [Read-Write] Evaluate All Skeletal Mesh Components: If true we evaluate all other skeletal mesh components under the same actor, this may be needed for example, to get physics to get bakedexport_attribute_curves
(bool): [Read-Write] Export Attribute Curves: If enabled, export the attribute curves from the animationexport_material_curves
(bool): [Read-Write] Export Material Curves: If enabled, export the material curves from the animationexport_morph_targets
(bool): [Read-Write] Export Morph Targets: If enabled, export the morph targets from the animationexport_transforms
(bool): [Read-Write] Export Transforms: If enabled, export the transforms from the animationrecord_in_world_space
(bool): [Read-Write] Record in World Space: If enabled we record in World Space otherwise we record from 0,0,0warm_up_frames
(FrameNumber): [Read-Write] Warm Up Frames: Number of Display Rate frames to evaluate before doing the export. It will evaluate after any Delay. This will use frames before the start frame. Use it if there is some post anim BP effects you want to run before export start time.
- property delay_before_start¶
[Read-Write] Delay Before Start: Number of Display Rate frames to delay at the same frame before doing the export. It will evalaute first, then any warm up, then the export. Use it if there is some post anim BP effects you want to ran repeatedly at the start.
- Type
- property evaluate_all_skeletal_mesh_components¶
[Read-Write] Evaluate All Skeletal Mesh Components: If true we evaluate all other skeletal mesh components under the same actor, this may be needed for example, to get physics to get baked
- Type
(bool)
- property export_attribute_curves¶
[Read-Write] Export Attribute Curves: If enabled, export the attribute curves from the animation
- Type
(bool)
- property export_material_curves¶
[Read-Write] Export Material Curves: If enabled, export the material curves from the animation
- Type
(bool)
- property export_morph_targets¶
[Read-Write] Export Morph Targets: If enabled, export the morph targets from the animation
- Type
(bool)
- property export_transforms¶
[Read-Write] Export Transforms: If enabled, export the transforms from the animation
- Type
(bool)
- property record_in_world_space¶
[Read-Write] Record in World Space: If enabled we record in World Space otherwise we record from 0,0,0
- Type
(bool)
- property warm_up_frames¶
[Read-Write] Warm Up Frames: Number of Display Rate frames to evaluate before doing the export. It will evaluate after any Delay. This will use frames before the start frame. Use it if there is some post anim BP effects you want to run before export start time.
- Type