unreal.MotionExtractorModifier
¶
- class unreal.MotionExtractorModifier(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
AnimationModifier
Extracts motion from a bone in the animation and bakes it into a curve
C++ Source:
Plugin: AnimationModifierLibrary
Module: AnimationModifierLibrary
File: MotionExtractorModifier.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_value
(bool): [Read-Write] Absolute Value: Whether to convert the final value to absolute (positive)axis
(MotionExtractor_Axis): [Read-Write] Axis: Axis to get the value frombone_name
(Name): [Read-Write] Bone Name: Bone we are going to generate the curve fromcomponent_space
(bool): [Read-Write] Component Space: Whether to extract the bone pose in component space or local spacecustom_curve_name
(Name): [Read-Write] Custom Curve Name: Custom name for the curve we are going to generate.math_operation
(MotionExtractor_MathOperation): [Read-Write] Math Operation: Optional math operation to apply on the extracted value before add it to the generated curvemodifier
(float): [Read-Write] Modifier: Right operand for the math operation selectedmotion_type
(MotionExtractor_MotionType): [Read-Write] Motion Type: Type of motion to extractnormalize
(bool): [Read-Write] Normalize: Whether we want a normalized value (0 - 1)reapply_post_owner_change
(bool): [Read-Write] Reapply Post Owner Change: If this is set to true then the animation modifier will call it’s reapply function after any change made to the owning asset.relative_to_first_frame
(bool): [Read-Write] Relative to First Frame: Whether to extract the bone transforms relative to the first frame in the animationremove_curve_on_revert
(bool): [Read-Write] Remove Curve on Revert: Whether we want to remove the curve when we revert or re-apply modifierDisabling this allows you to modify settings and create a new curve each time you re-apply the modifier Enabling this is the preferred setting when using a modifier that’s applied in bulk and you may want to remove/rename curves
sample_rate
(int32): [Read-Write] Sample Rate: Rate used to sample the animationuse_custom_curve_name
(bool): [Read-Write] Use Custom Curve Name: Whether we want to specify a custom name for the curve. If false, the name of the curve will be auto generated based on the data we are going to extract
- property absolute_value: bool¶
[Read-Write] Absolute Value: Whether to convert the final value to absolute (positive)
- Type:
(bool)
- property axis: MotionExtractor_Axis¶
[Read-Write] Axis: Axis to get the value from
- Type:
- property bone_name: Name¶
[Read-Write] Bone Name: Bone we are going to generate the curve from
- Type:
(Name)
- property component_space: bool¶
[Read-Write] Component Space: Whether to extract the bone pose in component space or local space
- Type:
(bool)
- property custom_curve_name: Name¶
[Read-Write] Custom Curve Name: Custom name for the curve we are going to generate.
- Type:
(Name)
- property math_operation: MotionExtractor_MathOperation¶
[Read-Write] Math Operation: Optional math operation to apply on the extracted value before add it to the generated curve
- Type:
- property modifier: float¶
[Read-Write] Modifier: Right operand for the math operation selected
- Type:
(float)
- property motion_type: MotionExtractor_MotionType¶
[Read-Write] Motion Type: Type of motion to extract
- Type:
- property normalize: bool¶
[Read-Write] Normalize: Whether we want a normalized value (0 - 1)
- Type:
(bool)
- property relative_to_first_frame: bool¶
[Read-Write] Relative to First Frame: Whether to extract the bone transforms relative to the first frame in the animation
- Type:
(bool)
- property remove_curve_on_revert: bool¶
[Read-Write] Remove Curve on Revert: Whether we want to remove the curve when we revert or re-apply modifier
Disabling this allows you to modify settings and create a new curve each time you re-apply the modifier Enabling this is the preferred setting when using a modifier that’s applied in bulk and you may want to remove/rename curves
- Type:
(bool)