unreal.RootMotionModifier_SkewWarp
¶
- class unreal.RootMotionModifier_SkewWarp(outer=None, name='None')¶
Bases:
unreal.RootMotionModifier_Warp
Root Motion Modifier Skew Warp
C++ Source:
Plugin: MotionWarping
Module: MotionWarping
File: RootMotionModifier_SkewWarp.h
Editor Properties: (see get_editor_property/set_editor_property)
actual_start_time
(float): [Read-Write] Actual Start Time: Actual playback time when the modifier becomes activeanimation
(AnimSequenceBase): [Read-Write] Animation: Source of the root motion we are warpingcurrent_position
(float): [Read-Write] Current Position: Current playback time of the animationend_time
(float): [Read-Write] End Time: End time of the warping windowignore_z_axis
(bool): [Read-Write] Ignore ZAxis: Whether to ignore the Z component of the translation. Z motion will remain untouchedlocal_space
(bool): [Read-Write] In Local Space: Whether this modifier runs before the extracted root motion is converted to world space or afterprevious_position
(float): [Read-Write] Previous Position: Previous playback time of the animationrotation_type
(MotionWarpRotationType): [Read-Write] Rotation Type: Whether rotation should be warp to match the rotation of the sync point or to face the sync pointstart_time
(float): [Read-Write] Start Time: Start time of the warping windowstart_transform
(Transform): [Read-Write] Start Transform: Character owner transform at the time this modifier becomes activewarp_point_anim_bone_name
(Name): [Read-Write] Warp Point Anim Bone Name: TODO:: Hide from the UI when Target != Bonewarp_point_anim_provider
(WarpPointAnimProvider): [Read-Write] Warp Point Anim Providerwarp_point_anim_transform
(Transform): [Read-Write] Warp Point Anim Transform: TODO:: Hide from the UI when Target != Staticwarp_rotation
(bool): [Read-Write] Warp Rotation: Whether to warp the rotation component of the root motionwarp_rotation_time_multiplier
(float): [Read-Write] Warp Rotation Time Multiplier: Allow to modify how fast the rotation is warped. e.g if the window duration is 2sec and this is 0.5, the target rotation will be reached in 1sec instead of 2secwarp_target_name
(Name): [Read-Write] Warp Target Name: Name used to find the warp target for this modifierwarp_translation
(bool): [Read-Write] Warp Translation: Whether to warp the translation component of the root motionweight
(float): [Read-Write] Weight: Current blend weight of the animation
- classmethod add_root_motion_modifier_skew_warp(motion_warping_comp, animation, start_time, end_time, warp_target_name, warp_point_anim_provider, warp_point_anim_transform, warp_point_anim_bone_name, warp_translation=True, ignore_z_axis=True, warp_rotation=True, rotation_type=MotionWarpRotationType.DEFAULT, warp_rotation_time_multiplier=1.000000) RootMotionModifier_SkewWarp ¶
Add Root Motion Modifier Skew Warp
- Parameters
motion_warping_comp (MotionWarpingComponent) –
animation (AnimSequenceBase) –
start_time (float) –
end_time (float) –
warp_target_name (Name) –
warp_point_anim_provider (WarpPointAnimProvider) –
warp_point_anim_transform (Transform) –
warp_point_anim_bone_name (Name) –
warp_translation (bool) –
ignore_z_axis (bool) –
warp_rotation (bool) –
rotation_type (MotionWarpRotationType) –
warp_rotation_time_multiplier (float) –
- Return type