unreal.MetaHumanCrowdGroomSkinWeightCopyMethod¶
- class unreal.MetaHumanCrowdGroomSkinWeightCopyMethod¶
Bases:
EnumBaseMethod for copying skin weights from source to target mesh.
Note: this setting only applies fully to hair-card LODs. Helmet LODs (sourced from FHairGroupsMeshesSourceDescription) are solid hair caps rather than strands, so the pipeline only honours None vs. SingleBone for them: if you pick None, helmets get no skin weights; otherwise (PerVertex / StrandBased / SingleBone) helmets are forced to SingleBone (every helmet vertex parented to TargetBoneName).
C++ Source:
Plugin: MetaHumanCrowd
Module: MetaHumanCrowdEditor
File: MetaHumanCrowdGroomEditorPipeline.h
- NONE: MetaHumanCrowdGroomSkinWeightCopyMethod = Ellipsis¶
Do not copy any weights
- Type:
0
- PER_VERTEX: MetaHumanCrowdGroomSkinWeightCopyMethod = Ellipsis¶
Each vertex finds closest point on source surface, interpolates weights (smooth, independent per-vertex). When TargetBoneName is specified, only source triangles influenced by that bone or its descendants are considered (same filtering as StrandBased; prevents long hair from picking up shoulder/spine weights).
- Type:
1
- SINGLE_BONE: MetaHumanCrowdGroomSkinWeightCopyMethod = Ellipsis¶
All vertices assigned to a single target bone with weight 1.0
- Type:
3
- STRAND_BASED: MetaHumanCrowdGroomSkinWeightCopyMethod = Ellipsis¶
Identify strands via connected components, copy anchor weights to entire strand. When TargetBoneName is specified, only source triangles influenced by that bone or its descendants are considered for anchor matching (prevents long hair from picking up shoulder/spine weights).
- Type:
2