unreal.GeometryScriptSmoothBoneWeightsOptions
¶
- class unreal.GeometryScriptSmoothBoneWeightsOptions(distance_weighing_type: GeometryScriptSmoothBoneWeightsType = Ellipsis, stiffness: float = 0.0, max_influences: int = 0, voxel_resolution: int = 0)¶
Bases:
StructBase
Geometry Script Smooth Bone Weights Options
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: MeshBoneWeightFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
distance_weighing_type
(GeometryScriptSmoothBoneWeightsType): [Read-Write] The type of algorithm to use for computing the bone weight for each vertexmax_influences
(int32): [Read-Write] Maximum number of bones that contribute to each weight. Set to 1 for a completely rigid binding. Higher values to have more distant bones make additional contributions to the deformation at each vertex.stiffness
(float): [Read-Write] How rigid the binding should be. Higher values result in a more rigid binding (greater influence by bones closer to the vertex than those further away).voxel_resolution
(int32): [Read-Write] The resolution to build the voxelized representation of the mesh, for computing geodesic distance. Higher values result in greater fidelity and less chance of disconnected parts contributing, but slower rate of computation and more memory usage.
- property distance_weighing_type: GeometryScriptSmoothBoneWeightsType¶
[Read-Write] The type of algorithm to use for computing the bone weight for each vertex
- property max_influences: int¶
[Read-Write] Maximum number of bones that contribute to each weight. Set to 1 for a completely rigid binding. Higher values to have more distant bones make additional contributions to the deformation at each vertex.
- Type:
(int32)
- property stiffness: float¶
[Read-Write] How rigid the binding should be. Higher values result in a more rigid binding (greater influence by bones closer to the vertex than those further away).
- Type:
(float)
- property voxel_resolution: int¶
[Read-Write] The resolution to build the voxelized representation of the mesh, for computing geodesic distance. Higher values result in greater fidelity and less chance of disconnected parts contributing, but slower rate of computation and more memory usage.
- Type:
(int32)