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 Modebone_rotation_texture
(Texture2D): [Read-Write] Texture for storing bone rotations This is only used on Bone Modebone_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 Modeenforce_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 animationsprecision
(AnimToTexturePrecision): [Read-Write] Texture Precisionsample_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 Modevertex_position_texture
(Texture2D): [Read-Write] Texture for storing vertex positions This is only used on Vertex Modevertex_rows_per_frame
(int32): [Read-Only]vertex_size_b_box
(Vector): [Read-Only]
- 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_position_texture: Texture2D¶
[Read-Write] Texture for storing bone positions This is only used on Bone Mode
- Type:
- property bone_rotation_texture: Texture2D¶
[Read-Write] Texture for storing bone rotations This is only used on Bone Mode
- Type:
- property bone_weight_texture: Texture2D¶
[Read-Write] Texture for storing vertex/bone weighting This is only used on Bone Mode
- Type:
- bp_get_skeletal_mesh() SkeletalMesh ¶
BP Get Skeletal Mesh
- Return type:
- bp_get_static_mesh() StaticMesh ¶
BP Get Static Mesh
- Return type:
- 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:
- property precision: AnimToTexturePrecision¶
[Read-Write] Texture Precision
- Type:
- property skeletal_mesh: SkeletalMesh¶
[Read-Write] SkeletalMesh to bake animations from.
- Type:
- property static_mesh: StaticMesh¶
[Read-Write] StaticMesh to bake to.
- Type:
- 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_normal_texture: Texture2D¶
[Read-Write] Texture for storing vertex normals This is only used on Vertex Mode
- Type: