unreal.FbxMeshImportData
¶
- class unreal.FbxMeshImportData(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
FbxAssetImportData
Import data and options used when importing any mesh from FBX
C++ Source:
Module: UnrealEd
File: FbxMeshImportData.h
Editor Properties: (see get_editor_property/set_editor_property)
bake_pivot_in_vertex
(bool): [Read-Write] - Experimental - If this option is true the inverse node rotation pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh. Note: “TransformVertexToAbsolute” must be false.compute_weighted_normals
(bool): [Read-Write] Enabling this option will use weighted normals algorithm (area and angle) when computing normals or tangentsconvert_scene
(bool): [Read-Write] Convert the scene from FBX coordinate system to UE coordinate systemconvert_scene_unit
(bool): [Read-Write] Convert the scene from FBX unit to UE unit (centimeter).force_front_x_axis
(bool): [Read-Write] Convert the scene from FBX coordinate system to UE coordinate system with front X axis instead of -Yimport_mesh_lo_ds
(bool): [Read-Write] If enabled, creates LOD models for Unreal meshes from LODs in the import file; If not enabled, only the base mesh from the LOD group is importedimport_rotation
(Rotator): [Read-Write]import_translation
(Vector): [Read-Write]import_uniform_scale
(float): [Read-Write]normal_generation_method
(FBXNormalGenerationMethod): [Read-Write] Use the MikkTSpace tangent space generator for generating normals and tangents on the meshnormal_import_method
(FBXNormalImportMethod): [Read-Write] Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.reorder_material_to_fbx_order
(bool): [Read-Write] If checked, The material list will be reorder to the same order has the FBX file.source_data
(AssetImportInfo): [Read-Only] Source file data describing the files that were used to import this asset.transform_vertex_to_absolute
(bool): [Read-Write] If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.
- property bake_pivot_in_vertex: bool¶
“TransformVertexToAbsolute” must be false.
- Type:
(bool)
- Type:
[Read-Write] - Experimental - If this option is true the inverse node rotation pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh. Note
- property compute_weighted_normals: bool¶
[Read-Write] Enabling this option will use weighted normals algorithm (area and angle) when computing normals or tangents
- Type:
(bool)
- property import_mesh_lo_ds: bool¶
[Read-Write] If enabled, creates LOD models for Unreal meshes from LODs in the import file; If not enabled, only the base mesh from the LOD group is imported
- Type:
(bool)
- property normal_generation_method: FBXNormalGenerationMethod¶
[Read-Write] Use the MikkTSpace tangent space generator for generating normals and tangents on the mesh
- Type:
- property normal_import_method: FBXNormalImportMethod¶
[Read-Write] Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.
- Type: