unreal.FbxSkeletalMeshImportData
¶
- class unreal.FbxSkeletalMeshImportData(outer=None, name='None')¶
Bases:
unreal.FbxMeshImportData
Import data and options used when importing a static mesh from fbx Notes: - Meta data ImportType i.e. meta = (ImportType = “SkeletalMesh|GeoOnly”)
SkeletalMesh : the property will be shown when importing skeletalmesh
GeoOnly: The property will be hide if we import skinning only
RigOnly: The property will be hide if we import geo only
RigAndGeo: The property will be show only if we import both skinning and geometry, it will be hiden otherwise
C++ Source:
Module: UnrealEd
File: FbxSkeletalMeshImportData.h
Editor Properties: (see get_editor_property/set_editor_property)
bake_pivot_in_vertex
(bool): [Read-Write] - Experimental - If this option is true the inverse node rotation pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh. Note: “TransformVertexToAbsolute” must be false.compute_weighted_normals
(bool): [Read-Write] Enabling this option will use weighted normals algorithm (area and angle) when computing normals or tangentsconvert_scene
(bool): [Read-Write] Convert the scene from FBX coordinate system to UE4 coordinate systemconvert_scene_unit
(bool): [Read-Write] Convert the scene from FBX unit to UE4 unit (centimeter).force_front_x_axis
(bool): [Read-Write] Convert the scene from FBX coordinate system to UE4 coordinate system with front X axis instead of -Yimport_content_type
(FBXImportContentType): [Read-Write] Filter the content we want to import from the incoming FBX skeletal mesh.import_mesh_lo_ds
(bool): [Read-Write] If enabled, creates LOD models for Unreal meshes from LODs in the import file; If not enabled, only the base mesh from the LOD group is importedimport_meshes_in_bone_hierarchy
(bool): [Read-Write] If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.import_morph_targets
(bool): [Read-Write] If enabled, creates Unreal morph objects for the imported meshesimport_rotation
(Rotator): [Read-Write] Import Rotationimport_translation
(Vector): [Read-Write] Import Translationimport_uniform_scale
(float): [Read-Write] Import Uniform Scalemorph_threshold_position
(float): [Read-Write] Threshold to compare vertex position equality when computing morph target deltas.normal_generation_method
(FBXNormalGenerationMethod): [Read-Write] Use the MikkTSpace tangent space generator for generating normals and tangents on the meshnormal_import_method
(FBXNormalImportMethod): [Read-Write] Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.preserve_smoothing_groups
(bool): [Read-Write] If checked, triangles with non-matching smoothing groups will be physically split.reorder_material_to_fbx_order
(bool): [Read-Write] If checked, The material list will be reorder to the same order has the FBX file.source_data
(AssetImportInfo): [Read-Only] Source file data describing the files that were used to import this asset.threshold_position
(float): [Read-Write] Threshold to compare vertex position equality.threshold_tangent_normal
(float): [Read-Write] Threshold to compare normal, tangent or bi-normal equality.threshold_uv
(float): [Read-Write] Threshold to compare UV equality.transform_vertex_to_absolute
(bool): [Read-Write] If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.update_skeleton_reference_pose
(bool): [Read-Write] If enabled, update the Skeleton (of the mesh being imported)’s reference pose.use_t0_as_ref_pose
(bool): [Read-Write] Enable this option to use frame 0 as reference posevertex_color_import_option
(VertexColorImportOption): [Read-Write] Specify how vertex colors should be importedvertex_override_color
(Color): [Read-Write] Specify override color in the case that VertexColorImportOption is set to Override
- property vertex_color_import_option¶
[Read-Write] Specify how vertex colors should be imported
- Type