unreal.GroomAsset
¶
- class unreal.GroomAsset(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Object
Implements an asset that can be used to store hair strands
C++ Source:
Plugin: HairStrands
Module: HairStrandsCore
File: GroomAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_data
(AssetImportData): [Read-Only] Asset Import Data: Asset data to be used when re-importingasset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the assetdisable_below_min_lod_stripping
(PerPlatformBool): [Read-Write] Disable Below Min Lod Stripping: When true all LODs below MinLod will still be cookedenable_global_interpolation
(bool): [Read-Write] Enable Global Interpolation: Enable radial basis function interpolation to be used instead of the local skin rigid transform (WIP)hair_groups_cards
(Array[HairGroupsCardsSourceDescription]): [Read-Write] Hair Groups Cards: Cards - Source description datahair_groups_info
(Array[HairGroupInfoWithVisibility]): [Read-Write] Hair Groups Infohair_groups_interpolation
(Array[HairGroupsInterpolation]): [Read-Write] Hair Groups Interpolationhair_groups_lod
(Array[HairGroupsLOD]): [Read-Write] Hair Groups LODhair_groups_materials
(Array[HairGroupsMaterial]): [Read-Write] Hair Groups Materials: Meshes - Source description datahair_groups_meshes
(Array[HairGroupsMeshesSourceDescription]): [Read-Write] Hair Groups Meshes: Meshes - Source description datahair_groups_physics
(Array[HairGroupsPhysics]): [Read-Write] Hair Groups Physicshair_groups_rendering
(Array[HairGroupsRendering]): [Read-Write] Hair Groups Renderinghair_interpolation_type
(GroomInterpolationType): [Read-Write] Hair Interpolation Type: Type of interpolation used (WIP)min_lod
(PerPlatformInt): [Read-Write] Min LOD: Minimum LOD to cookrigged_skeletal_mesh
(SkeletalMesh): [Read-Only] Rigged Skeletal Mesh: Deformed skeletal mesh that will drive the groom deformation/simulation. For creating this skeletal mesh, enable EnableDeformation within the interpolation settings
- property deformed_skeletal_mesh: SkeletalMesh¶
‘deformed_skeletal_mesh’ was renamed to ‘rigged_skeletal_mesh’.
- Type:
deprecated
- property enable_global_interpolation: bool¶
[Read-Write] Enable Global Interpolation: Enable radial basis function interpolation to be used instead of the local skin rigid transform (WIP)
- Type:
(bool)
- property hair_groups_cards: Array[HairGroupsCardsSourceDescription]¶
[Read-Write] Hair Groups Cards: Cards - Source description data
- Type:
- property hair_groups_interpolation: Array[HairGroupsInterpolation]¶
[Read-Write] Hair Groups Interpolation
- Type:
- property hair_groups_lod: Array[HairGroupsLOD]¶
[Read-Write] Hair Groups LOD
- Type:
- property hair_groups_materials: Array[HairGroupsMaterial]¶
[Read-Write] Hair Groups Materials: Meshes - Source description data
- Type:
- property hair_groups_meshes: Array[HairGroupsMeshesSourceDescription]¶
[Read-Write] Hair Groups Meshes: Meshes - Source description data
- Type:
- property hair_groups_physics: Array[HairGroupsPhysics]¶
[Read-Write] Hair Groups Physics
- Type:
- property hair_groups_rendering: Array[HairGroupsRendering]¶
[Read-Write] Hair Groups Rendering
- Type:
- property hair_interpolation_type: GroomInterpolationType¶
[Read-Write] Hair Interpolation Type: Type of interpolation used (WIP)
- Type:
- property rigged_skeletal_mesh: SkeletalMesh¶
[Read-Only] Rigged Skeletal Mesh: Deformed skeletal mesh that will drive the groom deformation/simulation. For creating this skeletal mesh, enable EnableDeformation within the interpolation settings
- Type: