unreal.AnimNode_RetargetPoseFromMesh
¶
- class unreal.AnimNode_RetargetPoseFromMesh(source_mesh_component: SkeletalMeshComponent = Ellipsis, use_attached_parent: bool = False, ik_retargeter_asset: IKRetargeter = Ellipsis, custom_retarget_profile: RetargetProfile = Ellipsis, suppress_warnings: bool = False, copy_curves: bool = False, lod_threshold: int = 0, lod_threshold_for_ik: int = 0)¶
Bases:
AnimNode_Base
Anim Node Retarget Pose from Mesh
C++ Source:
Plugin: IKRig
Module: IKRig
File: AnimNode_RetargetPoseFromMesh.h
Editor Properties: (see get_editor_property/set_editor_property)
copy_curves
(bool): [Read-Write] Copy curves from SouceMeshComponent. This will copy any curves the source/target Skeleton have in common.custom_retarget_profile
(RetargetProfile): [Read-Write] connect a custom retarget profile to modify the retargeter’s settings at runtime.ik_retargeter_asset
(IKRetargeter): [Read-Write] Retarget asset to use. Must define a Source and Target IK Rig compatible with the SourceMeshComponent and current anim instance.lod_threshold
(int32): [Read-Write] * Max LOD that this node is allowed to run. * For example if you have LODThreshold at 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate * A value of -1 forces the node to execute at all LOD levels.lod_threshold_for_ik
(int32): [Read-Write] * Max LOD that IK is allowed to run. * For example if you have LODThresholdForIK at 2, it will skip the IK pass on LODs 3 and greater. * This only disables IK and does not affect the Root or FK passes. * A value of -1 forces the node to execute at all LOD levels.source_mesh_component
(SkeletalMeshComponent): [Read-Write] The Skeletal Mesh Component to retarget animation from. Assumed to be animated and tick BEFORE this anim instance.suppress_warnings
(bool): [Read-Write] Toggle whether to print warnings about missing or incorrectly configured retarget configurations.use_attached_parent
(bool): [Read-Write] If SourceMeshComponent is not valid, and if this is true, it will look for attached parent as a source
- property copy_curves: bool¶
[Read-Write] Copy curves from SouceMeshComponent. This will copy any curves the source/target Skeleton have in common.
- Type:
(bool)
- property custom_retarget_profile: RetargetProfile¶
[Read-Write] connect a custom retarget profile to modify the retargeter’s settings at runtime.
- Type:
- property ik_retargeter_asset: IKRetargeter¶
[Read-Write] Retarget asset to use. Must define a Source and Target IK Rig compatible with the SourceMeshComponent and current anim instance.
- Type:
- property lod_threshold: int¶
[Read-Write] * Max LOD that this node is allowed to run. * For example if you have LODThreshold at 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate * A value of -1 forces the node to execute at all LOD levels.
- Type:
(int32)
- property lod_threshold_for_ik: int¶
[Read-Write] * Max LOD that IK is allowed to run. * For example if you have LODThresholdForIK at 2, it will skip the IK pass on LODs 3 and greater. * This only disables IK and does not affect the Root or FK passes. * A value of -1 forces the node to execute at all LOD levels.
- Type:
(int32)
- property source_mesh_component: SkeletalMeshComponent¶
[Read-Write] The Skeletal Mesh Component to retarget animation from. Assumed to be animated and tick BEFORE this anim instance.
- Type: