unreal.AnimNode_SteamVRInputAnimPose

class unreal.AnimNode_SteamVRInputAnimPose(motion_range=MotionRange.VR_WITHOUT_CONTROLLER, hand=Hand.VR_LEFT_HAND, hand_skeleton=HandSkeleton.VR_STEAM_VR_HAND_SKELETON, mirror=False, steam_vr_skeletal_transform=[[[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], [[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]]])

Bases: unreal.AnimNode_Base

Custom animation node to retrieve poses from the Skeletal Input System

C++ Source:

  • Plugin: SteamVR
  • Module: SteamVRInputDevice
  • File: AnimNode_SteamVRInputAnimPose.h

Editor Properties: (see get_editor_property/set_editor_property)

  • hand (Hand): [Read-Write] Which hand should the animation node retrieve skeletal input values for
  • hand_skeleton (HandSkeleton): [Read-Write] What kind of skeleton are we dealing with
  • mirror (bool): [Read-Write] Should the pose be mirrored so it can be applied to the opposite hand
  • motion_range (MotionRange): [Read-Write] Range of motion for the skeletal input values
  • steam_vr_skeletal_transform (SteamVRSkeletonTransform): [Read-Write] The UE4 equivalent of the SteamVR Transform values per bone
hand

(Hand) – [Read-Write] Which hand should the animation node retrieve skeletal input values for

hand_skeleton

(HandSkeleton) – [Read-Write] What kind of skeleton are we dealing with

mirror

(bool) – [Read-Write] Should the pose be mirrored so it can be applied to the opposite hand

motion_range

(MotionRange) – [Read-Write] Range of motion for the skeletal input values

steam_vr_skeletal_transform

(SteamVRSkeletonTransform) – [Read-Write] The UE4 equivalent of the SteamVR Transform values per bone