unreal.RelativeBodyAnimModifier¶
- class unreal.RelativeBodyAnimModifier(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AnimationModifierAnimation modifier for baking relative body relationships into anim notify
C++ Source:
Plugin: RelativeIKOp
Module: RelativeBodyAnimUtils
File: RelativeBodyAnimModifier.h
Editor Properties: (see get_editor_property/set_editor_property)
contact_body_names(Array[Name]): [Read-Write]contact_threshold(float): [Read-Write] Threshold for determining if a bone pair can be considered to be having contactdomain_body_names(Array[Name]): [Read-Write] Bodies to be checked against contact bodiesgenerated_notify_tracks(Set[Name]): [Read-Only] Keep track of to be generated tracks during modifier applicationlod_index(int32): [Read-Only]notify_class(type(Class)): [Read-Write] Relative Body Notify subclass to createphysics_asset_override(PhysicsAsset): [Read-Write]reapply_post_owner_change(bool): [Read-Write] If this is set to true then the animation modifier will call it’s reapply function after any change made to the owning asset.sample_rate(int32): [Read-Write] Rate used to sample the animationskeletal_mesh_asset(SkeletalMesh): [Read-Write]
- property contact_threshold: float¶
[Read-Only] Threshold for determining if a bone pair can be considered to be having contact
- Type:
(float)
- property physics_asset_override: PhysicsAsset¶
[Read-Only]
- Type:
- property skeletal_mesh_asset: SkeletalMesh¶
[Read-Only]
- Type: