unreal.AnimToTextureBPLibrary
¶
- class unreal.AnimToTextureBPLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibrary
TODO:
Right now it is saving data per-vertex instead of per-point.
This will require more pixels if the mesh has lots of material slots or uv-shells.
FStaticMeshOperations::FindOverlappingCorners(FOverlappingCorners& OutOverlappingCorners, const FMeshDescription& MeshDescription, float ComparisonThreshold)
C++ Source:
Plugin: AnimToTexture
Module: AnimToTextureEditor
File: AnimToTextureBPLibrary.h
- classmethod animation_to_texture(data_asset, root_transform) bool ¶
Bakes Animation Data into Textures.
- Parameters:
data_asset (AnimToTextureDataAsset) –
root_transform (Transform) –
- Returns:
success (bool):
- Return type:
- classmethod convert_skeletal_mesh_to_static_mesh(skeletal_mesh, package_name, lod_index=-1) StaticMesh ¶
Utility for converting SkeletalMesh into a StaticMesh
- Parameters:
skeletal_mesh (SkeletalMesh) –
package_name (str) –
lod_index (int32) –
- Return type:
- classmethod set_light_map_index(static_mesh, lod_index, lightmap_index=1, generate_lightmap_u_vs=True) bool ¶
FIXME: you cannot set index to 2 if there is no index 1
- Parameters:
static_mesh (StaticMesh) –
lod_index (int32) –
lightmap_index (int32) –
generate_lightmap_u_vs (bool) –
- Return type:
- classmethod update_material_instance_from_data_asset(data_asset, material_instance, animate=False, num_bone_influences=AnimToTextureNumBoneInfluences.ONE, material_parameter_association=MaterialParameterAssociation.LAYER_PARAMETER) None ¶
Updates a material’s parameters to match those of an animToTexture data asset
- Parameters:
data_asset (AnimToTextureDataAsset) –
material_instance (MaterialInstanceConstant) –
animate (bool) –
num_bone_influences (AnimToTextureNumBoneInfluences) –
material_parameter_association (MaterialParameterAssociation) –