unreal.FbxMeshImportData

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

Bases: unreal.FbxAssetImportData

Import data and options used when importing any mesh from FBX

C++ Source:

  • Module: UnrealEd

  • File: FbxMeshImportData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bake_pivot_in_vertex (bool): [Read-Write] Bake Pivot in Vertex: - Experimental - If this option is true the inverse node rotation pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh. Note: “TransformVertexToAbsolute” must be false.

  • compute_weighted_normals (bool): [Read-Write] Compute Weighted Normals: Enabling this option will use weighted normals algorithm (area and angle) when computing normals or tangents

  • convert_scene (bool): [Read-Write] Convert Scene: Convert the scene from FBX coordinate system to UE coordinate system

  • convert_scene_unit (bool): [Read-Write] Convert Scene Unit: Convert the scene from FBX unit to UE unit (centimeter).

  • force_front_x_axis (bool): [Read-Write] Force Front XAxis: Convert the scene from FBX coordinate system to UE coordinate system with front X axis instead of -Y

  • import_mesh_lo_ds (bool): [Read-Write] Import Mesh LODs: If enabled, creates LOD models for Unreal meshes from LODs in the import file; If not enabled, only the base mesh from the LOD group is imported

  • import_rotation (Rotator): [Read-Write] Import Rotation

  • import_translation (Vector): [Read-Write] Import Translation

  • import_uniform_scale (float): [Read-Write] Import Uniform Scale

  • normal_generation_method (FBXNormalGenerationMethod): [Read-Write] Normal Generation Method: Use the MikkTSpace tangent space generator for generating normals and tangents on the mesh

  • normal_import_method (FBXNormalImportMethod): [Read-Write] Normal Import Method: Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.

  • reorder_material_to_fbx_order (bool): [Read-Write] Reorder Material to Fbx Order: If checked, The material list will be reorder to the same order has the FBX file.

  • source_data (AssetImportInfo): [Read-Only] Source Data: Source file data describing the files that were used to import this asset.

  • transform_vertex_to_absolute (bool): [Read-Write] Transform Vertex to Absolute: If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.

property bake_pivot_in_vertex

[Read-Write] Bake Pivot in Vertex: - Experimental - If this option is true the inverse node rotation pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh. Note: “TransformVertexToAbsolute” must be false.

Type

(bool)

property compute_weighted_normals

[Read-Write] Compute Weighted Normals: Enabling this option will use weighted normals algorithm (area and angle) when computing normals or tangents

Type

(bool)

property import_mesh_lo_ds

[Read-Write] Import Mesh LODs: If enabled, creates LOD models for Unreal meshes from LODs in the import file; If not enabled, only the base mesh from the LOD group is imported

Type

(bool)

property normal_generation_method

[Read-Write] Normal Generation Method: Use the MikkTSpace tangent space generator for generating normals and tangents on the mesh

Type

(FBXNormalGenerationMethod)

property normal_import_method

[Read-Write] Normal Import Method: Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.

Type

(FBXNormalImportMethod)

property reorder_material_to_fbx_order

[Read-Write] Reorder Material to Fbx Order: If checked, The material list will be reorder to the same order has the FBX file.

Type

(bool)

property transform_vertex_to_absolute

[Read-Write] Transform Vertex to Absolute: If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.

Type

(bool)