unreal.AbcGeometryCacheSettings

class unreal.AbcGeometryCacheSettings(flatten_tracks: bool = False, store_imported_vertex_numbers: bool = False, apply_constant_topology_optimizations: bool = False, motion_vectors: AbcGeometryCacheMotionVectorsImport = Ellipsis, optimize_index_buffers: bool = False, compressed_position_precision: float = 0.0, compressed_texture_coordinates_number_of_bits: int = 0)

Bases: StructBase

Abc Geometry Cache Settings

C++ Source:

  • Plugin: AlembicImporter

  • Module: AlembicLibrary

  • File: AbcImportSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • apply_constant_topology_optimizations (bool): [Read-Write] Apply Constant Topology Optimizations: Force the preprocessor to only do optimization once instead of when the preprocessor decides. This may lead to some problems with certain meshes but makes sure motion

    blur always works if the topology is constant.

  • compressed_position_precision (float): [Read-Write] Compressed Position Precision: Precision used for compressing vertex positions (lower = better result but less compression, higher = more lossy compression but smaller size)

  • compressed_texture_coordinates_number_of_bits (int32): [Read-Write] Compressed Texture Coordinates Number Of Bits: Bit-precision used for compressing texture coordinates (hight = better result but less compression, lower = more lossy compression but smaller size)

  • flatten_tracks (bool): [Read-Write] Flatten Tracks: Whether or not to merge all vertex animation into one track

  • motion_vectors (AbcGeometryCacheMotionVectorsImport): [Read-Write] Motion Vectors

  • optimize_index_buffers (bool): [Read-Write] Optimize Index Buffers: Optimizes index buffers for each unique frame, to allow better cache coherency on the GPU. Very costly and time-consuming process, recommended to OFF.

  • store_imported_vertex_numbers (bool): [Read-Write] Store Imported Vertex Numbers: Store the imported vertex numbers. This lets you know the vertex numbers inside the DCC. The values of each vertex number will range from 0 to 7 for a cube. Even if the number of positions might be 24.

property apply_constant_topology_optimizations: bool

[Read-Write] Apply Constant Topology Optimizations: Force the preprocessor to only do optimization once instead of when the preprocessor decides. This may lead to some problems with certain meshes but makes sure motion

blur always works if the topology is constant.

Type:

(bool)

property compressed_position_precision: float

[Read-Write] Compressed Position Precision: Precision used for compressing vertex positions (lower = better result but less compression, higher = more lossy compression but smaller size)

Type:

(float)

property compressed_texture_coordinates_number_of_bits: int

[Read-Write] Compressed Texture Coordinates Number Of Bits: Bit-precision used for compressing texture coordinates (hight = better result but less compression, lower = more lossy compression but smaller size)

Type:

(int32)

property flatten_tracks: bool

[Read-Write] Flatten Tracks: Whether or not to merge all vertex animation into one track

Type:

(bool)

property motion_vectors: AbcGeometryCacheMotionVectorsImport

[Read-Write] Motion Vectors

Type:

(AbcGeometryCacheMotionVectorsImport)

property optimize_index_buffers: bool

[Read-Write] Optimize Index Buffers: Optimizes index buffers for each unique frame, to allow better cache coherency on the GPU. Very costly and time-consuming process, recommended to OFF.

Type:

(bool)

property store_imported_vertex_numbers: bool

[Read-Write] Store Imported Vertex Numbers: Store the imported vertex numbers. This lets you know the vertex numbers inside the DCC. The values of each vertex number will range from 0 to 7 for a cube. Even if the number of positions might be 24.

Type:

(bool)