unreal.IKRetargetBatchOperationInputs¶
- class unreal.IKRetargetBatchOperationInputs(assets_to_retarget: None = [], source_mesh: SkeletalMesh = Ellipsis, target_mesh: SkeletalMesh = Ellipsis, ik_retarget_asset: IKRetargeter = Ellipsis, override_set_names: None = [], search: str = '', replace: str = '', prefix: str = '', suffix: str = '', target_path: str = '', use_source_path: bool = False, include_referenced_assets: bool = False, overwrite_existing_files: bool = False, retain_additive_flags: bool = False)¶
Bases:
StructBaseInput data for running a batch animation retarget. Using a struct allows for future expansion without breaking existing Blueprint nodes.
C++ Source:
Plugin: IKRig
Module: IKRigEditor
File: IKRetargetBatchOperation.h
Editor Properties: (see get_editor_property/set_editor_property)
assets_to_retarget(Array[AssetData]): [Read-Write] A list of animation assets to retarget (sequences, blendspaces or montages)ik_retarget_asset(IKRetargeter): [Read-Write] The IK Retargeter asset with IK Rigs appropriate for the source and target skeletal meshinclude_referenced_assets(bool): [Read-Write] Whether to retarget animation assets referenced by the AssetsToRetargetoverride_set_names(Array[Name]): [Read-Write] An array of names of the property override sets to apply to the retarget (must be stored in the IK Retarget Asset)overwrite_existing_files(bool): [Read-Write] Whether to overwrite any existing output files with the same name, or create new files with a unique nameprefix(str): [Read-Write] A string to add to the start of the new file namereplace(str): [Read-Write] A string to replace with in the file nameretain_additive_flags(bool): [Read-Write] Keep the additive animation sequence attributes on the retargeted results. NOTE: results may not be WYSIWYG with the editor, but the behavior should remain intact.search(str): [Read-Write] A string to search for in the file name (replaced with “Replace” string)source_mesh(SkeletalMesh): [Read-Write] The skeletal mesh with desired proportions to playback the assets to retargetsuffix(str): [Read-Write] A string to add at the end of the new file nametarget_mesh(SkeletalMesh): [Read-Write] The skeletal mesh to retarget the animation ontotarget_path(str): [Read-Write] A string containing the destination path for the retargeted assets. Ignored if bUseSourcePath is set to true.use_source_path(bool): [Read-Write] Place the assets in the same folder as their source location instead of the given target path.
- property assets_to_retarget: None¶
[Read-Write] A list of animation assets to retarget (sequences, blendspaces or montages)
- property ik_retarget_asset: IKRetargeter¶
[Read-Write] The IK Retargeter asset with IK Rigs appropriate for the source and target skeletal mesh
- Type:
- property include_referenced_assets: bool¶
[Read-Write] Whether to retarget animation assets referenced by the AssetsToRetarget
- Type:
(bool)
- property override_set_names: None¶
[Read-Write] An array of names of the property override sets to apply to the retarget (must be stored in the IK Retarget Asset)
- property overwrite_existing_files: bool¶
[Read-Write] Whether to overwrite any existing output files with the same name, or create new files with a unique name
- Type:
(bool)
- property retain_additive_flags: bool¶
[Read-Write] Keep the additive animation sequence attributes on the retargeted results. NOTE: results may not be WYSIWYG with the editor, but the behavior should remain intact.
- Type:
(bool)
- property search: str¶
[Read-Write] A string to search for in the file name (replaced with “Replace” string)
- Type:
(str)
- property source_mesh: SkeletalMesh¶
[Read-Write] The skeletal mesh with desired proportions to playback the assets to retarget
- Type:
- property target_mesh: SkeletalMesh¶
[Read-Write] The skeletal mesh to retarget the animation onto
- Type: