unreal.MetaHumanPerformanceExportAnimationSettings

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

Bases: Object

UMetaHumanPerformanceExportAnimationSettings

C++ Source:

  • Plugin: MetaHuman

  • Module: MetaHumanPerformance

  • File: MetaHumanPerformanceExportUtils.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_name (str): [Read-Write] The name of the level sequence. If bShowExportDialog is true the user will be able to select this value

  • auto_save_anim_sequence (bool): [Read-Write] Whether or not to auto save the generated animation sequence, default to true

  • body_retargeter (IKRetargeter): [Read-Write] The retargeter to use when exporting body anim onto an existing skeleton

  • body_unsolved_behavior (BodyUnsolvedFrameBehavior): [Read-Write] How to handle frames without solved body data during export (excluded, unprocessed, dropped). Hold Last Frame repeats the most recent solved frame; Reference Pose uses the skeleton rest pose. Leading unsolved frames (before the first solved frame) always use Reference Pose.

  • curve_interpolation (RichCurveInterpMode): [Read-Write] This defines how values between keys are calculated for curves

  • enable_head_movement (bool): [Read-Write] Whether or not to enable the Head Movement in the exported Animation Sequence, default to true if head pose available

  • export_body (bool): [Read-Write] Whether to export body animation (bone tracks) into the animation sequence. Disabled when the performance does not contain body animation data.

  • export_face (bool): [Read-Write] Whether to export face animation (blendshape curves) into the animation sequence. Disabled when the performance does not contain face animation data.

  • export_range (PerformanceExportRange): [Read-Write] The export range that will be used to generate the animation sequence, defaults to EPerformanceExportRange::WholeSequence

  • export_skeleton (PerformanceExportSkeleton): [Read-Write] Which skeleton the body animation is baked onto.

  • package_path (str): [Read-Write] The package path where the animation sequence will be placed, if bShowExportDialog is true this option is ignored

  • remove_redundant_curve_keys (bool): [Read-Write] Whether or not to remove redundant curve keys, default to true

  • show_export_dialog (bool): [Read-Write] Whether or not to show the export dialog allowing the user to select where to place the animation sequence, default to true

  • target_skeleton_or_skeletal_mesh (Object): [Read-Write] The Skeleton or Skeletal Mesh to be used when recording the Animation Sequence

property asset_name: str

[Read-Write] The name of the level sequence. If bShowExportDialog is true the user will be able to select this value

Type:

(str)

property auto_save_anim_sequence: bool

[Read-Write] Whether or not to auto save the generated animation sequence, default to true

Type:

(bool)

property body_retargeter: IKRetargeter

[Read-Write] The retargeter to use when exporting body anim onto an existing skeleton

Type:

(IKRetargeter)

property body_unsolved_behavior: BodyUnsolvedFrameBehavior

[Read-Write] How to handle frames without solved body data during export (excluded, unprocessed, dropped). Hold Last Frame repeats the most recent solved frame; Reference Pose uses the skeleton rest pose. Leading unsolved frames (before the first solved frame) always use Reference Pose.

Type:

(BodyUnsolvedFrameBehavior)

property curve_interpolation: RichCurveInterpMode

[Read-Write] This defines how values between keys are calculated for curves

Type:

(RichCurveInterpMode)

property enable_head_movement: bool

[Read-Write] Whether or not to enable the Head Movement in the exported Animation Sequence, default to true if head pose available

Type:

(bool)

property export_body: bool

[Read-Write] Whether to export body animation (bone tracks) into the animation sequence. Disabled when the performance does not contain body animation data.

Type:

(bool)

property export_face: bool

[Read-Write] Whether to export face animation (blendshape curves) into the animation sequence. Disabled when the performance does not contain face animation data.

Type:

(bool)

property export_range: PerformanceExportRange

[Read-Write] The export range that will be used to generate the animation sequence, defaults to EPerformanceExportRange::WholeSequence

Type:

(PerformanceExportRange)

property export_skeleton: PerformanceExportSkeleton

[Read-Write] Which skeleton the body animation is baked onto.

Type:

(PerformanceExportSkeleton)

get_target_skeleton() Skeleton

Returns the target Skeleton derived from TargetSkeletonOrSkeletalMesh

Return type:

Skeleton

is_target_skeleton_compatible(curves) Array[str] or None

Checks if the Target Skeleton set in TargetSkeletonOrSkeletalMesh may have compatibility issues. The compatibility test will check if the the skeleton has all the requested curves and will return the missing curves in OutMissingCurvesInSkeleton.

Parameters:

curves (Set[str])

Returns:

out_missing_curves_in_skeleton (Array[str]):

Return type:

Array[str] or None

property package_path: str

[Read-Write] The package path where the animation sequence will be placed, if bShowExportDialog is true this option is ignored

Type:

(str)

property remove_redundant_curve_keys: bool

[Read-Write] Whether or not to remove redundant curve keys, default to true

Type:

(bool)

property remove_redundant_keys: bool

‘remove_redundant_keys’ was renamed to ‘remove_redundant_curve_keys’.

Type:

deprecated

property show_export_dialog: bool

[Read-Write] Whether or not to show the export dialog allowing the user to select where to place the animation sequence, default to true

Type:

(bool)

property target_skeleton_or_skeletal_mesh: Object

[Read-Write] The Skeleton or Skeletal Mesh to be used when recording the Animation Sequence

Type:

(Object)