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:
Returns:

success (bool):

Return type:

bool

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:

StaticMesh

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:

bool

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: