unreal.FbxAnimSequenceImportData¶
- class unreal.FbxAnimSequenceImportData(outer=None, name='None')¶
Bases:
unreal.FbxAssetImportDataImport data and options used when importing any mesh from FBX
C++ Source:
Module: UnrealEd
File: FbxAnimSequenceImportData.h
Editor Properties: (see get_editor_property/set_editor_property)
animation_length(FBXAnimationLengthImportType): [Read-Write] Animation Length: Which animation range to import. The one defined at Exported, at Animated time or define a range manuallyconvert_scene(bool): [Read-Write] Convert Scene: Convert the scene from FBX coordinate system to UE coordinate systemconvert_scene_unit(bool): [Read-Write] Convert Scene Unit: Convert the scene from FBX unit to UE unit (centimeter).custom_sample_rate(int32): [Read-Write] Custom Sample Rate: Sample fbx animation data at the specified sample rate, 0 find automaticaly the best sample ratedelete_existing_custom_attribute_curves(bool): [Read-Write] Delete Existing Custom Attribute Curves: If true, all previous custom attribute curves will be deleted when doing a re-import.delete_existing_morph_target_curves(bool): [Read-Write] Delete Existing Morph Target Curves: If enabled, this will delete this type of asset from the FBXdelete_existing_non_curve_custom_attributes(bool): [Read-Write] Delete Existing Non Curve Custom Attributes: If true, all previous non-curve custom attributes will be deleted when doing a re-import.do_not_import_curve_with_zero(bool): [Read-Write] Do Not Import Curve with Zero: When importing custom attribute or morphtarget as curve, do not import if it doens’t have any value other than zero. This is to avoid adding extra curves to evaluateforce_front_x_axis(bool): [Read-Write] Force Front XAxis: Convert the scene from FBX coordinate system to UE coordinate system with front X axis instead of -Yframe_import_range(Int32Interval): [Read-Write] Frame Import Range: Frame range used when Set Range is used in Animation Lengthimport_bone_tracks(bool): [Read-Write] Import Bone Tracks: Import bone transform tracks. If false, this will discard any bone transform tracks. (useful for curves only animations)import_custom_attribute(bool): [Read-Write] Import Custom Attribute: Import if custom attribute as a curve within the animationimport_meshes_in_bone_hierarchy(bool): [Read-Write] Import Meshes in Bone Hierarchy: If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.import_rotation(Rotator): [Read-Write] Import Rotationimport_translation(Vector): [Read-Write] Import Translationimport_uniform_scale(float): [Read-Write] Import Uniform Scalematerial_curve_suffixes(Array(str)): [Read-Write] Material Curve Suffixes: Set Material Curve Type for the custom attribute with the following suffixes. This doesn’t matter if Set Material Curve Type is truepreserve_local_transform(bool): [Read-Write] Preserve Local Transform: If enabled, this will import a curve within the animationremove_redundant_keys(bool): [Read-Write] Remove Redundant Keys: When importing custom attribute as curve, remove redundant keysset_material_drive_parameter_on_custom_attribute(bool): [Read-Write] Set Material Drive Parameter on Custom Attribute: Set Material Curve Type for all custom attributes that existssource_data(AssetImportInfo): [Read-Only] Source Data: Source file data describing the files that were used to import this asset.use_default_sample_rate(bool): [Read-Write] Use Default Sample Rate: If enabled, samples all animation curves to 30 FPS