unreal.AnimNode_RetargetPoseFromMesh

class unreal.AnimNode_RetargetPoseFromMesh(source_mesh_component: SkeletalMeshComponent = Ellipsis, use_attached_parent: bool = False, ik_retargeter_asset: IKRetargeter = Ellipsis, custom_retarget_profile: RetargetProfile = Ellipsis, suppress_warnings: bool = False, copy_curves: bool = False, lod_threshold: int = 0, lod_threshold_for_ik: int = 0)

Bases: AnimNode_Base

Anim Node Retarget Pose from Mesh

C++ Source:

  • Plugin: IKRig

  • Module: IKRig

  • File: AnimNode_RetargetPoseFromMesh.h

Editor Properties: (see get_editor_property/set_editor_property)

  • copy_curves (bool): [Read-Write] Copy curves from SouceMeshComponent. This will copy any curves the source/target Skeleton have in common.

  • custom_retarget_profile (RetargetProfile): [Read-Write] connect a custom retarget profile to modify the retargeter’s settings at runtime.

  • ik_retargeter_asset (IKRetargeter): [Read-Write] Retarget asset to use. Must define a Source and Target IK Rig compatible with the SourceMeshComponent and current anim instance.

  • lod_threshold (int32): [Read-Write] * Max LOD that this node is allowed to run. * For example if you have LODThreshold at 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate * A value of -1 forces the node to execute at all LOD levels.

  • lod_threshold_for_ik (int32): [Read-Write] * Max LOD that IK is allowed to run. * For example if you have LODThresholdForIK at 2, it will skip the IK pass on LODs 3 and greater. * This only disables IK and does not affect the Root or FK passes. * A value of -1 forces the node to execute at all LOD levels.

  • source_mesh_component (SkeletalMeshComponent): [Read-Write] The Skeletal Mesh Component to retarget animation from. Assumed to be animated and tick BEFORE this anim instance.

  • suppress_warnings (bool): [Read-Write] Toggle whether to print warnings about missing or incorrectly configured retarget configurations.

  • use_attached_parent (bool): [Read-Write] If SourceMeshComponent is not valid, and if this is true, it will look for attached parent as a source

property copy_curves: bool

[Read-Write] Copy curves from SouceMeshComponent. This will copy any curves the source/target Skeleton have in common.

Type:

(bool)

property custom_retarget_profile: RetargetProfile

[Read-Write] connect a custom retarget profile to modify the retargeter’s settings at runtime.

Type:

(RetargetProfile)

property ik_retargeter_asset: IKRetargeter

[Read-Write] Retarget asset to use. Must define a Source and Target IK Rig compatible with the SourceMeshComponent and current anim instance.

Type:

(IKRetargeter)

property lod_threshold: int

[Read-Write] * Max LOD that this node is allowed to run. * For example if you have LODThreshold at 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate * A value of -1 forces the node to execute at all LOD levels.

Type:

(int32)

property lod_threshold_for_ik: int

[Read-Write] * Max LOD that IK is allowed to run. * For example if you have LODThresholdForIK at 2, it will skip the IK pass on LODs 3 and greater. * This only disables IK and does not affect the Root or FK passes. * A value of -1 forces the node to execute at all LOD levels.

Type:

(int32)

property source_mesh_component: SkeletalMeshComponent

[Read-Write] The Skeletal Mesh Component to retarget animation from. Assumed to be animated and tick BEFORE this anim instance.

Type:

(SkeletalMeshComponent)

property suppress_warnings: bool

[Read-Write] Toggle whether to print warnings about missing or incorrectly configured retarget configurations.

Type:

(bool)

property use_attached_parent: bool

[Read-Write] If SourceMeshComponent is not valid, and if this is true, it will look for attached parent as a source

Type:

(bool)