unreal.FbxSkeletalMeshImportData

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

Bases: unreal.FbxMeshImportData

Import data and options used when importing a static mesh from fbx Notes: - Meta data ImportType i.e. meta = (ImportType = “SkeletalMesh|GeoOnly”)

  • SkeletalMesh : the property will be shown when importing skeletalmesh

  • GeoOnly: The property will be hide if we import skinning only

  • RigOnly: The property will be hide if we import geo only

  • RigAndGeo: The property will be show only if we import both skinning and geometry, it will be hiden otherwise

C++ Source:

  • Module: UnrealEd

  • File: FbxSkeletalMeshImportData.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_content_type (FBXImportContentType): [Read-Write] Import Content Type: Filter the content we want to import from the incoming FBX skeletal mesh.

  • 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_meshes_in_bone_hierarchy (bool): [Read-Write] Import Meshes in Bone Hierarchy: If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.

  • import_morph_targets (bool): [Read-Write] Import Morph Targets: If enabled, creates Unreal morph objects for the imported meshes

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

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

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

  • morph_threshold_position (float): [Read-Write] Morph Threshold Position: Threshold to compare vertex position equality when computing morph target deltas.

  • 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.

  • preserve_smoothing_groups (bool): [Read-Write] Preserve Smoothing Groups: If checked, triangles with non-matching smoothing groups will be physically split.

  • 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.

  • threshold_position (float): [Read-Write] Threshold Position: Threshold to compare vertex position equality.

  • threshold_tangent_normal (float): [Read-Write] Threshold Tangent Normal: Threshold to compare normal, tangent or bi-normal equality.

  • threshold_uv (float): [Read-Write] Threshold UV: Threshold to compare UV equality.

  • 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.

  • update_skeleton_reference_pose (bool): [Read-Write] Update Skeleton Reference Pose: If enabled, update the Skeleton (of the mesh being imported)’s reference pose.

  • use_t0_as_ref_pose (bool): [Read-Write] Use T0As Ref Pose: Enable this option to use frame 0 as reference pose

  • vertex_color_import_option (VertexColorImportOption): [Read-Write] Vertex Color Import Option: Specify how vertex colors should be imported

  • vertex_override_color (Color): [Read-Write] Vertex Override Color: Specify override color in the case that VertexColorImportOption is set to Override

property vertex_color_import_option

[Read-Write] Vertex Color Import Option: Specify how vertex colors should be imported

Type

(VertexColorImportOption)

property vertex_override_color

[Read-Write] Vertex Override Color: Specify override color in the case that VertexColorImportOption is set to Override

Type

(Color)