unreal.InterchangeGenericCommonSkeletalMeshesAndAnimationsProperties¶
- class unreal.InterchangeGenericCommonSkeletalMeshesAndAnimationsProperties(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
InterchangePipelineBaseInterchange Generic Common Skeletal Meshes and Animations Properties
C++ Source:
Plugin: Interchange
Module: InterchangePipelines
File: InterchangeGenericAssetsPipelineSharedSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
add_curve_metadata_to_skeleton(bool): [Read-Write] Determines whether to automatically add curve metadata to a skeleton. If this setting is disabled, curve metadata will be added to skeletal meshes for morph targets, but no metadata entry will be created for general curves.convert_statics_with_morph_targets_to_skeletals(bool): [Read-Write] deprecated: bConvertStaticsWithMorphTargetsToSkeletals is deprecated. Use UInterchangeGenericCommonMeshesProperties::bConvertStaticsWithMorphTargetsToSkeletals instead.import_meshes_in_bone_hierarchy(bool): [Read-Write] deprecated: bImportMeshesInBoneHierarchy is deprecated. Use UInterchangeGenericCommonMeshesProperties::bConvertStaticsInBoneHierarchyToSkeletals instead.import_only_animations(bool): [Read-Write] If enabled, only animations are imported from the source. You must also set a valid skeleton.skeleton(Skeleton): [Read-Write] Skeleton to use for imported asset. When importing a skeletal mesh, leaving this as “None” will create a new skeleton. When importing an animation, this must be specified.try_auto_select_skeleton(bool): [Read-Write] If enabled, the pipeline will try to find a skeleton asset at the import location if available and set the skeleton property to use that asset. A new skeleton will be created if no skeleton asset is found.use_t0_as_ref_pose(bool): [Read-Write] If enabled, skinned meshes will be rebind using the joints transform pose at frame 0 instead of being import with the bind pose.
- property add_curve_metadata_to_skeleton: bool¶
[Read-Write] Determines whether to automatically add curve metadata to a skeleton. If this setting is disabled, curve metadata will be added to skeletal meshes for morph targets, but no metadata entry will be created for general curves.
- Type:
(bool)
- property convert_statics_with_morph_targets_to_skeletals: bool¶
[Read-Write] deprecated: bConvertStaticsWithMorphTargetsToSkeletals is deprecated. Use UInterchangeGenericCommonMeshesProperties::bConvertStaticsWithMorphTargetsToSkeletals instead.
- Type:
(bool)
- property import_meshes_in_bone_hierarchy: bool¶
[Read-Write] deprecated: bImportMeshesInBoneHierarchy is deprecated. Use UInterchangeGenericCommonMeshesProperties::bConvertStaticsInBoneHierarchyToSkeletals instead.
- Type:
(bool)
- property import_only_animations: bool¶
[Read-Write] If enabled, only animations are imported from the source. You must also set a valid skeleton.
- Type:
(bool)
- property skeleton: Skeleton¶
[Read-Write] Skeleton to use for imported asset. When importing a skeletal mesh, leaving this as “None” will create a new skeleton. When importing an animation, this must be specified.
- Type:
(Skeleton)