unreal.SkeletonModifier¶
- class unreal.SkeletonModifier(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectFSkeletalMeshSkeletonModifier
C++ Source:
Plugin: MeshModelingToolset
Module: SkeletalMeshModifiers
File: SkeletonModifier.h
- add_bone(bone_name, parent_name, transform) bool¶
Creates a new bone in the skeleton hierarchy at desired transform
- commit_skeleton_to_skeletal_mesh() bool¶
Applies the skeleton modifications to the skeletal mesh.
- Returns:
true if commit succeeded.
- Return type:
- mirror_bone(bone_name, options=[AxisType.X, True, '_l', '_r', True]) bool¶
Mirror bones
- Parameters:
bone_name (Name) – The new bone’s name.
options (MirrorOptions) – The mirroring options
- Returns:
c true if the operation succeeded, false otherwise.
- Return type:
- mirror_bones(bones_name, options=[AxisType.X, True, '_l', '_r', True]) bool¶
Mirror Bones
- Parameters:
options (MirrorOptions)
- Return type:
- orient_bone(bone_name, options=[OrientAxis.POSITIVE_X, OrientAxis.POSITIVE_Y, True, [0.000000, 1.000000, 0.000000], True]) bool¶
Align bones
- Parameters:
bone_name (Name) – The current bone’s name.
options (OrientOptions) – The orienting options
- Returns:
c true if the operation succeeded, false otherwise.
- Return type:
- orient_bones(bone_names, options=[OrientAxis.POSITIVE_X, OrientAxis.POSITIVE_Y, True, [0.000000, 1.000000, 0.000000], True]) bool¶
Orient Bones
- Parameters:
options (OrientOptions)
- Return type:
- set_bone_transform(bone_name, new_transform, move_children) bool¶
Sets the bone the desired local transform
- set_skeletal_mesh(skeletal_mesh) bool¶
Set Skeletal Mesh
- Parameters:
skeletal_mesh (SkeletalMesh)
- Return type: