unreal.AnimSeqExportOption
¶
- class unreal.AnimSeqExportOption(outer=None, name='None')¶
Bases:
unreal.Object
Anim Seq Export Option
C++ Source:
Module: UnrealEd
File: AnimSeqExportOption.h
Editor Properties: (see get_editor_property/set_editor_property)
evaluate_all_skeletal_mesh_components
(bool): [Read-Write] If true we evaluate all other skeletal mesh components under the same actor, this may be needed for example, to get physics to get bakedexport_curves
(bool): [Read-Write] If enabled, export the curves from the animationexport_transforms
(bool): [Read-Write] If enabled, export the transforms from the animationrecord_in_world_space
(bool): [Read-Write] If enabled we record in World Space otherwise we record from 0,0,0warm_up_frames
(FrameNumber): [Read-Write] Number of Display Rate frames to evaluate before doing the export. Use it if there is some post anim BP effects you want to warm up
- property evaluate_all_skeletal_mesh_components¶
[Read-Write] If true we evaluate all other skeletal mesh components under the same actor, this may be needed for example, to get physics to get baked
- Type
(bool)
- property export_transforms¶
[Read-Write] If enabled, export the transforms from the animation
- Type
(bool)
- property record_in_world_space¶
[Read-Write] If enabled we record in World Space otherwise we record from 0,0,0
- Type
(bool)
- property warm_up_frames¶
[Read-Write] Number of Display Rate frames to evaluate before doing the export. Use it if there is some post anim BP effects you want to warm up
- Type