unreal.InterchangeGenericCommonSkeletalMeshesAndAnimationsProperties

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

Bases: InterchangePipelineBase

Interchange 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)

property 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.

Type:

(bool)

property 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.

Type:

(bool)