unreal.FleshGeneratorProperties

class unreal.FleshGeneratorProperties(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Flesh Generator Properties

C++ Source:

  • Plugin: ChaosFleshGenerator

  • Module: ChaosFleshGenerator

  • File: FleshGeneratorProperties.h

Editor Properties: (see get_editor_property/set_editor_property)

  • animation_sequence (AnimSequence): [Read-Write] Training poses.

  • flesh_asset (FleshAsset): [Read-Write] Chaos cloth asset used in simulation. This should be different from the skeletal mesh asset.

  • frames_to_simulate (str): [Read-Write] e.g. “0, 2, 5-10, 12-15”. If left empty, all frames will be used

  • simulated_cache (GeometryCache): [Read-Write] Output meshes

  • skeletal_mesh_asset (SkinnedAsset): [Read-Write] Skeletal mesh that will be used in MLDeformer

  • solver_collisions (SolverCollisionsGroup): [Read-Write]

  • solver_constraints (SolverConstraintsGroup): [Read-Write]

  • solver_debugging (SolverDebuggingGroup): [Read-Write]

  • solver_evolution (SolverEvolutionGroup): [Read-Write]

  • solver_forces (SolverForcesGroup): [Read-Write]

  • solver_timing (FleshGeneratorSolverTimingGroup): [Read-Write]

property solver_collisions: SolverCollisionsGroup

[Read-Only]

Type:

(SolverCollisionsGroup)

property solver_constraints: SolverConstraintsGroup

[Read-Only]

Type:

(SolverConstraintsGroup)

property solver_debugging: SolverDebuggingGroup

[Read-Only]

Type:

(SolverDebuggingGroup)

property solver_evolution: SolverEvolutionGroup

[Read-Only]

Type:

(SolverEvolutionGroup)

property solver_forces: SolverForcesGroup

[Read-Only]

Type:

(SolverForcesGroup)

property solver_timing: FleshGeneratorSolverTimingGroup

[Read-Only]

Type:

(FleshGeneratorSolverTimingGroup)