unreal.FleshGeneratorProperties¶
- class unreal.FleshGeneratorProperties(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectFlesh 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 usedsimulated_cache(GeometryCache): [Read-Write] Output meshesskeletal_mesh_asset(SkinnedAsset): [Read-Write] Skeletal mesh that will be used in MLDeformersolver_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:
- property solver_constraints: SolverConstraintsGroup¶
[Read-Only]
- Type:
- property solver_debugging: SolverDebuggingGroup¶
[Read-Only]
- Type:
- property solver_evolution: SolverEvolutionGroup¶
[Read-Only]
- Type:
- property solver_forces: SolverForcesGroup¶
[Read-Only]
- Type:
- property solver_timing: FleshGeneratorSolverTimingGroup¶
[Read-Only]
- Type: