unreal.SkeletalMesh
¶
- class unreal.SkeletalMesh(outer=None, name='None')¶
Bases:
unreal.StreamableRenderAsset
SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. Skeletal Meshes are built up of two parts; a set of polygons composed to make up the surface of the mesh, and a hierarchical skeleton which can be used to animate the polygons. The 3D models, rigging, and animations are created in an external modeling and animation application (3DSMax, Maya, Softimage, etc). see: https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/
C++ Source:
Module: Engine
File: SkeletalMesh.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_data
(AssetImportData): [Read-Write] Asset Import Dataasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the assetdefault_animating_rig
(Object): [Read-Write] Default Animating Rigdisable_below_min_lod_stripping
(PerPlatformBool): [Read-Write] Disable Below Min Lod Strippingenable_per_poly_collision
(bool): [Read-Write] Enable Per Poly Collisionglobal_force_mip_levels_to_be_resident
(bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident.lod_info
(Array(SkeletalMeshLODInfo)): [Read-Write] Struct containing information for each LOD level, such as materials to use, and when use the LOD.lod_settings
(SkeletalMeshLODSettings): [Read-Write] LODSettingsmaterials
(Array(SkeletalMaterial)): [Read-Write] Materialsmax_num_optional_lo_ds
(PerPlatformInt): [Read-Write] Max Num Optional LODsmax_num_streamed_lo_ds
(PerPlatformInt): [Read-Write] Max Num Streamed LODsmesh_clothing_assets
(Array(ClothingAssetBase)): [Read-Write] Mesh Clothing Assetsmin_lod
(PerPlatformInt): [Read-Write] Min Lodmorph_targets
(Array(MorphTarget)): [Read-Write] Morph Targetsnegative_bounds_extension
(Vector): [Read-Write] Bound extension values in addition to imported bound in the negative direction of XYZ,positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].
never_stream
(bool): [Read-Write] Never Streamnode_mapping_data
(Array(NodeMappingContainer)): [Read-Write] Node Mapping Datanum_cinematic_mip_levels
(int32): [Read-Write] Number of mip-levels to use for cinematic quality.override_lod_streaming_settings
(bool): [Read-Write] Override LODStreaming Settingsphysics_asset
(PhysicsAsset): [Read-Write] Physics Assetpositive_bounds_extension
(Vector): [Read-Write] Bound extension values in addition to imported bound in the positive direction of XYZ,positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].
post_process_anim_blueprint
(type(Class)): [Read-Write] Post Process Anim Blueprintsampling_info
(SkeletalMeshSamplingInfo): [Read-Write] Defines if and how to generate a set of precomputed data allowing targeted and fast sampling of this mesh on the CPU.shadow_physics_asset
(PhysicsAsset): [Read-Write] Shadow Physics Assetskel_mirror_axis
(AxisType): [Read-Write] Skel Mirror Axisskel_mirror_flip_axis
(AxisType): [Read-Write] Skel Mirror Flip Axisskel_mirror_table
(Array(BoneMirrorInfo)): [Read-Write] Skel Mirror Tableskeleton
(Skeleton): [Read-Only] Skeletonskin_weight_profiles
(Array(SkinWeightProfileInfo)): [Read-Write] Set of skin weight profiles associated with this meshsupport_lod_streaming
(PerPlatformBool): [Read-Write] B Support LODStreamingsupport_ray_tracing
(bool): [Read-Write] If true, a ray tracing acceleration structure will be built for this mesh and it may be used in ray tracing effectsthumbnail_info
(ThumbnailInfo): [Read-Only] Thumbnail Info
- find_socket(socket_name) → SkeletalMeshSocket¶
Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one.
- Parameters
socket_name (Name) –
- Returns
- Return type
- find_socket_and_index(socket_name) -> (SkeletalMeshSocket, out_index=int32)¶
Find a socket object in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex()
- Parameters
socket_name (Name) –
- Returns
out_index (int32):
- Return type
int32
- find_socket_info(socket_name) -> (SkeletalMeshSocket, out_transform=Transform, out_bone_index=int32, out_index=int32)¶
Find a socket object and asscociated info in this SkeletalMesh by name. Entering NAME_None will return NULL. If there are multiple sockets with the same name, will return the first one. Also returns the index for the socket allowing for future fast access via GetSocketByIndex() Also rteturns the socket loca transform and the bone index (if any)
- Parameters
socket_name (Name) –
- Returns
out_transform (Transform):
out_bone_index (int32):
out_index (int32):
- Return type
tuple
- get_all_morph_target_names()¶
Returns the list of all morph targets of this skeletal mesh
- get_bounds() → BoxSphereBounds¶
Get the extended bounds of this mesh (imported bounds plus bounds extension)
- Returns
- Return type
- get_imported_bounds() → BoxSphereBounds¶
Get the original imported bounds of the skel mesh
- Returns
- Return type
- get_node_mapping_container(source_asset) → NodeMappingContainer¶
Get Node Mapping Container
- Parameters
source_asset (Blueprint) –
- Returns
- Return type
- get_socket_by_index(index) → SkeletalMeshSocket¶
Returns a socket by index. Max index is NumSockets(). The meshes sockets are accessed first, then the skeletons.
- Parameters
index (int32) –
- Returns
- Return type
- is_section_using_cloth(section_index, check_corresponding_sections=True) → bool¶
Checks whether the provided section is using APEX cloth. if bCheckCorrespondingSections is true disabled sections will defer to correspond sections to see if they use cloth (non-cloth sections are disabled and another section added when cloth is enabled, using this flag allows for a check on the original section to succeed)
- property lod_settings¶
[Read-Write] LODSettings
- Type
- property materials¶
[Read-Write] Materials
- Type
- property mesh_clothing_assets¶
[Read-Write] Mesh Clothing Assets
- Type
- property morph_targets¶
[Read-Write] Morph Targets
- Type
(Array(MorphTarget))
- property negative_bounds_extension¶
[Read-Only] Bound extension values in addition to imported bound in the negative direction of XYZ, positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].
- Type
(Vector)
- property node_mapping_data¶
[Read-Only] Node Mapping Data
- Type
- num_sockets() → int32¶
Returns the number of sockets available. Both on this mesh and it’s skeleton.
- Returns
- Return type
int32
- property physics_asset¶
[Read-Only] Physics Asset
- Type
- property positive_bounds_extension¶
[Read-Only] Bound extension values in addition to imported bound in the positive direction of XYZ, positive value increases bound size and negative value decreases bound size. The final bound would be from [Imported Bound - Negative Bound] to [Imported Bound + Positive Bound].
- Type
(Vector)
- regenerate_lod(new_lod_count=0, regenerate_even_if_imported=False, generate_base_lod=False) → bool¶
Regenerate LODs of the mesh
- Parameters
new_lod_count (int32) – Set valid value (>0) if you want to change LOD count. Otherwise, it will use the current LOD and regenerate
regenerate_even_if_imported (bool) – If this is true, it only regenerate even if this LOD was imported before If false, it will regenerate for only previously auto generated ones
generate_base_lod (bool) – If this is true and there is some reduction data, the base LOD will be reduce according to the settings
- Returns
true if succeed. If mesh reduction is not available this will return false.
- Return type
- remove_lo_ds(to_remove_lo_ds) → bool¶
Remove all the specified LODs. This function will remove all the valid LODs in the list. Valid LOD is any LOD greater then 0 that exist in the skeletalmesh. We cannot remove the base LOD 0.
- property shadow_physics_asset¶
[Read-Only] Shadow Physics Asset
- Type