unreal.AnimNode_LayeredBoneBlend

class unreal.AnimNode_LayeredBoneBlend(base_pose=[], blend_poses=[], blend_weights=[], mesh_space_rotation_blend=False, curve_blend_option=CurveBlendOption.MAX_WEIGHT, lod_threshold=-1)

Bases: unreal.AnimNode_Base

Layered blend (per bone); has dynamic number of blendposes that can blend per different bone sets

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_LayeredBoneBlend.h

Editor Properties: (see get_editor_property/set_editor_property)

  • base_pose (PoseLink): [Read-Write] The source pose
  • blend_poses (Array(PoseLink)): [Read-Write] Each layer’s blended pose
  • blend_root_motion_based_on_root_bone (bool): [Read-Write] Whether to incorporate the per-bone blend weight of the root bone when lending root motion
  • blend_weights (Array(float)): [Read-Write] The weights of each layer
  • curve_blend_option (CurveBlendOption): [Read-Write] How to blend the layers together
  • layer_setup (Array(InputBlendPose)): [Read-Write] Configuration for the parts of the skeleton to blend for each layer. Allows certain parts of the tree to be blended out or omitted from the pose.
  • lod_threshold (int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited
  • mesh_space_rotation_blend (bool): [Read-Write] Whether to blend bone rotations in mesh space or in local space
base_pose

(PoseLink) – [Read-Write] The source pose

blend_poses

(Array(PoseLink)) – [Read-Write] Each layer’s blended pose

blend_weights

(Array(float)) – [Read-Write] The weights of each layer

curve_blend_option

(CurveBlendOption) – [Read-Write] How to blend the layers together

lod_threshold

(int32) – [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited

mesh_space_rotation_blend

(bool) – [Read-Write] Whether to blend bone rotations in mesh space or in local space