unreal.SkeletalMesh
¶
- class unreal.SkeletalMesh(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
SkinnedAsset
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] Asset User Data: Array of user data stored with the assetcloth_lod_bias_mode
(ClothLODBiasMode): [Read-Write] Cloth LODBias Modedefault_animating_rig
(Object): [Read-Write] Default Animating Rigdefault_mesh_deformer
(MeshDeformer): [Read-Write] Default Mesh Deformerdisable_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 Force Mip Levels to be Resident: Global and serialized version of ForceMiplevelsToBeResident.lod_info
(Array[SkeletalMeshLODInfo]): [Read-Write] LODInfolod_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 Lodmin_quality_level_lod
(PerQualityLevelInt): [Read-Write] Min Quality Level LODmorph_targets
(Array[MorphTarget]): [Read-Write] Morph Targetsnegative_bounds_extension
(Vector): [Read-Write] Negative Bounds Extensionnever_stream
(bool): [Read-Write] Never Streamnode_mapping_data
(Array[NodeMappingContainer]): [Read-Write] Node Mapping Datanum_cinematic_mip_levels
(int32): [Read-Write] Num Cinematic Mip Levels: 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] Positive Bounds Extensionpost_process_anim_blueprint
(type(Class)): [Read-Write] Post Process Anim Blueprintray_tracing_min_lod
(int32): [Read-Write] Ray Tracing Min LODsampling_info
(SkeletalMeshSamplingInfo): [Read-Write] Sampling Infoshadow_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] Skin Weight Profilessupport_lod_streaming
(PerPlatformBool): [Read-Write] B Support LODStreamingsupport_ray_tracing
(bool): [Read-Write] Support Ray Tracingthumbnail_info
(ThumbnailInfo): [Read-Only] Thumbnail Info
- add_socket(socket, add_to_skeleton=False) None ¶
Add a skeletal socket object to this SkeletalMesh, and optionally promotes it to USkeleton socket.
- Parameters:
socket (SkeletalMeshSocket) –
add_to_skeleton (bool) –
- property default_mesh_deformer: MeshDeformer¶
[Read-Only] Default Mesh Deformer
- 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
- get_all_morph_target_names() Array[str] ¶
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). USkinnedAsset interface.
- Return type:
- get_imported_bounds() BoxSphereBounds ¶
Get the original imported bounds of the skel mesh
- Return type:
- get_min_lod_for_quality_levels() -> (quality_level_minimum_lo_ds=Map[PerQualityLevels, int32], default=int32)¶
Get Min LODFor Quality Levels
- Returns:
quality_level_minimum_lo_ds (Map[PerQualityLevels, int32]):
default (int32):
- Return type:
tuple
- get_node_mapping_container(source_asset) NodeMappingContainer ¶
Get Node Mapping Container
- Parameters:
source_asset (Blueprint) –
- 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) –
- 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: SkeletalMeshLODSettings¶
[Read-Write] LODSettings
- Type:
- property materials: Array[SkeletalMaterial]¶
[Read-Write] Materials
- Type:
- property mesh_clothing_assets: Array[ClothingAssetBase]¶
[Read-Write] Mesh Clothing Assets
- Type:
- property morph_targets: Array[MorphTarget]¶
[Read-Write] Morph Targets
- Type:
(Array[MorphTarget])
- property node_mapping_data: Array[NodeMappingContainer]¶
[Read-Only] Node Mapping Data
- Type:
- num_sockets() int32 ¶
Returns the number of sockets available. Both on this mesh and it’s skeleton.
- Return type:
int32
- property physics_asset: PhysicsAsset¶
[Read-Only] Physics Asset
- 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.
- set_min_lod_for_quality_levels(quality_level_minimum_lo_ds, default=-1) None ¶
Allow to override min lod quality levels on a skeletalMesh and it Default value (-1 value for Default dont override its value).
- Parameters:
quality_level_minimum_lo_ds (Map[PerQualityLevels, int32]) –
default (int32) –
- property shadow_physics_asset: PhysicsAsset¶
[Read-Only] Shadow Physics Asset
- Type: