unreal.GroomBindingAsset

class unreal.GroomBindingAsset(outer=None, name='None')

Bases: unreal.Object

Implements an asset that can be used to store binding information between a groom and a skeletal mesh

C++ Source:

  • Plugin: HairStrands
  • Module: HairStrandsCore
  • File: GroomAsset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • groom (GroomAsset): [Read-Only] Groom to bind.
  • group_infos (Array(GoomBindingGroupInfo)): [Read-Write] Group Infos
  • num_interpolation_points (int32): [Read-Only] Number of points used for the rbf interpolation
  • source_skeletal_mesh (SkeletalMesh): [Read-Only] Skeletal mesh on which the groom has been authored. This is optional, and used only if the hair
    binding is done a different mesh than the one which it has been authored
  • target_skeletal_mesh (SkeletalMesh): [Read-Only] Skeletal mesh on which the groom is attached to.
groom

(GroomAsset) – [Read-Only] Groom to bind.

group_infos

(Array(GoomBindingGroupInfo)) – [Read-Write] Group Infos

num_interpolation_points

(int32) – [Read-Only] Number of points used for the rbf interpolation

source_skeletal_mesh

(SkeletalMesh) – [Read-Only] Skeletal mesh on which the groom has been authored. This is optional, and used only if the hair binding is done a different mesh than the one which it has been authored

target_skeletal_mesh

(SkeletalMesh) – [Read-Only] Skeletal mesh on which the groom is attached to.