unreal.BodyStateAnimInstance

class unreal.BodyStateAnimInstance(outer=None, name='None')

Bases: unreal.AnimInstance

Body State Anim Instance

C++ Source:

  • Plugin: LeapMotion
  • Module: BodyState
  • File: BodyStateAnimInstance.h

Editor Properties: (see get_editor_property/set_editor_property)

  • auto_detect_bone_map_at_init (bool): [Read-Write] Whether the anim instance should autodetect and fill the bonemap on anim init
  • auto_map_target (BodyStateAutoRigType): [Read-Write] Auto Map Target
  • body_state_skeleton (BodyStateSkeleton): [Read-Write] Skeleton driving our data
  • bones_per_finger (int32): [Read-Write] This will be automatically determined based on your palm->index traverse distance if value is -1
  • default_body_state_index (int32): [Read-Write] Default Body State Index
  • mapped_bone_list (Array(MappedBoneAnimData)): [Read-Write] Struct containing all variables needed at anim node time
  • on_all_montage_instances_ended (OnAllMontageInstancesEndedMCDelegate): [Read-Write] Called when all Montage instances have ended.
  • on_montage_blending_out (OnMontageBlendingOutStartedMCDelegate): [Read-Write] Called when a montage starts blending out, whether interrupted or finished
  • on_montage_ended (OnMontageEndedMCDelegate): [Read-Write] Called when a montage has ended, whether interrupted or finished
  • on_montage_started (OnMontageStartedMCDelegate): [Read-Write] Called when a montage has started
  • root_motion_mode (RootMotionMode): [Read-Write] Sets where this blueprint pulls Root Motion from
  • search_strings (SearchStrings): [Read-Write] Strings used to identify left or right hand in your rig. Customize if autorig is failing
  • tracking_limit_tags (Array(str)): [Read-Write] Tracking Limit Tags

Link given mesh bone with body state bone enum.

Parameters:
Returns:

mapped_bone_data (MappedBoneAnimData):

Return type:

MappedBoneAnimData

adjust_position_by_map_basis(position, for_map) → Vector

Adjust Position by Map Basis

Parameters:
Returns:

Return type:

Vector

adjust_rotation_by_map_basis(rotator, for_map) → Rotator

Adjust rotation by currently defines offset base rotators

Parameters:
Returns:

Return type:

Rotator

auto_detect_bone_map_at_init

(bool) – [Read-Write] Whether the anim instance should autodetect and fill the bonemap on anim init

auto_map_target

(BodyStateAutoRigType) – [Read-Write] Auto Map Target

body_state_skeleton

(BodyStateSkeleton) – [Read-Write] Skeleton driving our data

bone_map_summary() → str

Bone Map Summary

Returns:
Return type:str
bones_per_finger

(int32) – [Read-Write] This will be automatically determined based on your palm->index traverse distance if value is -1

default_body_state_index

(int32) – [Read-Write] Default Body State Index

mapped_bone_list

(Array(MappedBoneAnimData)) – [Read-Write] Struct containing all variables needed at anim node time

Remove a link. Useful when e.g. autorigging gets 80% there but you need to remove a bone.

Parameters:
Returns:

mapped_bone_data (MappedBoneAnimData):

Return type:

MappedBoneAnimData

search_strings

(SearchStrings) – [Read-Write] Strings used to identify left or right hand in your rig. Customize if autorig is failing

set_anim_skeleton(skeleton) → None

Set Anim Skeleton

Parameters:skeleton (BodyStateSkeleton) –
sync_mapped_bone_data_cache(mapped_bone_data) → MappedBoneAnimData

Manual sync

Parameters:mapped_bone_data (MappedBoneAnimData) –
Returns:mapped_bone_data (MappedBoneAnimData):
Return type:MappedBoneAnimData
tracking_limit_tags

(Array(str)) – [Read-Write] Tracking Limit Tags