unreal.AnimToTextureDataAsset

class unreal.AnimToTextureDataAsset(outer: Object | None = None, name: Name | str = 'None')

Bases: PrimaryDataAsset

Anim to Texture Data Asset

C++ Source:

  • Plugin: AnimToTexture

  • Module: AnimToTexture

  • File: AnimToTextureDataAsset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • anim_sequences (Array[AnimSequenceInfo]): [Read-Write]

  • animations (Array[AnimInfo]): [Read-Only]

  • attach_to_socket (Name): [Read-Write] Bone used for Rigid Binding. The bone needs to be part of the RawBones. Sockets and VirtualBones are not supported.

  • bone_min_b_box (Vector): [Read-Only]

  • bone_position_texture (Texture2D): [Read-Write] Texture for storing bone positions This is only used on Bone Mode

  • bone_rotation_texture (Texture2D): [Read-Write] Texture for storing bone rotations This is only used on Bone Mode

  • bone_rows_per_frame (int32): [Read-Only]

  • bone_size_b_box (Vector): [Read-Only]

  • bone_weight_rows_per_frame (int32): [Read-Only]

  • bone_weight_texture (Texture2D): [Read-Write] Texture for storing vertex/bone weighting This is only used on Bone Mode

  • enforce_power_of_two (bool): [Read-Write] Enforce Power Of Two on texture resolutions.

  • max_height (int32): [Read-Write] Max resolution of the texture. A smaller size will be used if the data fits.

  • max_width (int32): [Read-Write] Max resolution of the texture. A smaller size will be used if the data fits.

  • mode (AnimToTextureMode): [Read-Write] Storage Mode. Vertex: will store per-vertex position and normal. Bone: Will store per-bone position and rotation and per-vertex bone weight.

    This is the preferred method if meshes share skeleton.

  • num_frames (int32): [Read-Only] Total Number of Frames in all animations

  • precision (AnimToTexturePrecision): [Read-Write] Texture Precision

  • sample_rate (float): [Read-Write]

  • skeletal_lod_index (int32): [Read-Write] SkeletalMesh LOD to bake.

  • skeletal_mesh (SkeletalMesh): [Read-Write] SkeletalMesh to bake animations from.

  • static_lod_index (int32): [Read-Write] StaticMesh LOD to bake to.

  • static_mesh (StaticMesh): [Read-Write] StaticMesh to bake to.

  • uv_channel (int32): [Read-Write] StaticMesh UVChannel Index for storing vertex information. Make sure this index does not conflict with the Lightmap UV Index.

  • vertex_min_b_box (Vector): [Read-Only]

  • vertex_normal_texture (Texture2D): [Read-Write] Texture for storing vertex normals This is only used on Vertex Mode

  • vertex_position_texture (Texture2D): [Read-Write] Texture for storing vertex positions This is only used on Vertex Mode

  • vertex_rows_per_frame (int32): [Read-Only]

  • vertex_size_b_box (Vector): [Read-Only]

property anim_sequences: None

[Read-Write]

Type:

(Array[AnimSequenceInfo])

property animations: None

[Read-Only]

Type:

(Array[AnimInfo])

property attach_to_socket: Name

[Read-Write] Bone used for Rigid Binding. The bone needs to be part of the RawBones. Sockets and VirtualBones are not supported.

Type:

(Name)

property bone_min_b_box: Vector

[Read-Only]

Type:

(Vector)

property bone_position_texture: Texture2D

[Read-Write] Texture for storing bone positions This is only used on Bone Mode

Type:

(Texture2D)

property bone_rotation_texture: Texture2D

[Read-Write] Texture for storing bone rotations This is only used on Bone Mode

Type:

(Texture2D)

property bone_rows_per_frame: int

[Read-Only]

Type:

(int32)

property bone_size_b_box: Vector

[Read-Only]

Type:

(Vector)

property bone_weight_rows_per_frame: int

[Read-Only]

Type:

(int32)

property bone_weight_texture: Texture2D

[Read-Write] Texture for storing vertex/bone weighting This is only used on Bone Mode

Type:

(Texture2D)

bp_get_bone_position_texture() Texture2D

BP Get Bone Position Texture

Return type:

Texture2D

bp_get_bone_rotation_texture() Texture2D

BP Get Bone Rotation Texture

Return type:

Texture2D

bp_get_bone_weight_texture() Texture2D

BP Get Bone Weight Texture

Return type:

Texture2D

bp_get_skeletal_mesh() SkeletalMesh

BP Get Skeletal Mesh

Return type:

SkeletalMesh

bp_get_static_mesh() StaticMesh

BP Get Static Mesh

Return type:

StaticMesh

property enforce_power_of_two: bool

[Read-Write] Enforce Power Of Two on texture resolutions.

Type:

(bool)

get_index_from_anim_sequence(sequence) int32

Get Index from Anim Sequence

Parameters:

sequence (AnimSequence) –

Return type:

int32

property max_height: int

[Read-Write] Max resolution of the texture. A smaller size will be used if the data fits.

Type:

(int32)

property max_width: int

[Read-Write] Max resolution of the texture. A smaller size will be used if the data fits.

Type:

(int32)

property mode: AnimToTextureMode

[Read-Write] Storage Mode. Vertex: will store per-vertex position and normal. Bone: Will store per-bone position and rotation and per-vertex bone weight.

This is the preferred method if meshes share skeleton.

Type:

(AnimToTextureMode)

property num_frames: int

[Read-Only] Total Number of Frames in all animations

Type:

(int32)

property precision: AnimToTexturePrecision

[Read-Write] Texture Precision

Type:

(AnimToTexturePrecision)

property sample_rate: float

[Read-Write]

Type:

(float)

property skeletal_lod_index: int

[Read-Write] SkeletalMesh LOD to bake.

Type:

(int32)

property skeletal_mesh: SkeletalMesh

[Read-Write] SkeletalMesh to bake animations from.

Type:

(SkeletalMesh)

property static_lod_index: int

[Read-Write] StaticMesh LOD to bake to.

Type:

(int32)

property static_mesh: StaticMesh

[Read-Write] StaticMesh to bake to.

Type:

(StaticMesh)

property uv_channel: int

[Read-Write] StaticMesh UVChannel Index for storing vertex information. Make sure this index does not conflict with the Lightmap UV Index.

Type:

(int32)

property vertex_min_b_box: Vector

[Read-Only]

Type:

(Vector)

property vertex_normal_texture: Texture2D

[Read-Write] Texture for storing vertex normals This is only used on Vertex Mode

Type:

(Texture2D)

property vertex_position_texture: Texture2D

[Read-Write] Texture for storing vertex positions This is only used on Vertex Mode

Type:

(Texture2D)

property vertex_rows_per_frame: int

[Read-Only]

Type:

(int32)

property vertex_size_b_box: Vector

[Read-Only]

Type:

(Vector)