unreal.FbxSkeletalMeshImportData

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

Bases: unreal.FbxMeshImportData

Import data and options used when importing a static mesh from fbx

C++ Source:

  • Module: UnrealEd
  • File: FbxSkeletalMeshImportData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bake_pivot_in_vertex (bool): [Read-Write] - Experimental - If this option is true the inverse node rotation pivot will be apply to the mesh vertices. The pivot from the DCC will then be the origin of the mesh. Note: “TransformVertexToAbsolute” must be false.
  • convert_scene (bool): [Read-Write] Convert the scene from FBX coordinate system to UE4 coordinate system
  • convert_scene_unit (bool): [Read-Write] Convert the scene from FBX unit to UE4 unit (centimeter).
  • force_front_x_axis (bool): [Read-Write] Convert the scene from FBX coordinate system to UE4 coordinate system with front X axis instead of -Y
  • import_content_type (FBXImportContentType): [Read-Write] Filter the content we want to import from the incoming FBX skeletal mesh.
  • import_mesh_lo_ds (bool): [Read-Write] If enabled, creates LOD models for Unreal meshes from LODs in the import file; If not enabled, only the base mesh from the LOD group is imported
  • import_meshes_in_bone_hierarchy (bool): [Read-Write] If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.
  • import_morph_targets (bool): [Read-Write] If enabled, creates Unreal morph objects for the imported meshes
  • import_rotation (Rotator): [Read-Write] Import Rotation
  • import_translation (Vector): [Read-Write] Import Translation
  • import_uniform_scale (float): [Read-Write] Import Uniform Scale
  • normal_generation_method (FBXNormalGenerationMethod): [Read-Write] Use the MikkTSpace tangent space generator for generating normals and tangents on the mesh
  • normal_import_method (FBXNormalImportMethod): [Read-Write] Enabling this option will read the tangents(tangent,binormal,normal) from FBX file instead of generating them automatically.
  • preserve_smoothing_groups (bool): [Read-Write] If checked, triangles with non-matching smoothing groups will be physically split.
  • source_data (AssetImportInfo): [Read-Only] Source file data describing the files that were used to import this asset.
  • threshold_position (float): [Read-Write] Threshold to compare vertex position equality.
  • threshold_tangent_normal (float): [Read-Write] Threshold to compare normal, tangent or bi-normal equality.
  • threshold_uv (float): [Read-Write] Threshold to compare UV equality.
  • transform_vertex_to_absolute (bool): [Read-Write] If this option is true the node absolute transform (transform, offset and pivot) will be apply to the mesh vertices.
  • update_skeleton_reference_pose (bool): [Read-Write] If enabled, update the Skeleton (of the mesh being imported)’s reference pose.
  • use_t0_as_ref_pose (bool): [Read-Write] Enable this option to use frame 0 as reference pose
  • vertex_color_import_option (VertexColorImportOption): [Read-Write] Specify how vertex colors should be imported
  • vertex_override_color (Color): [Read-Write] Specify override color in the case that VertexColorImportOption is set to Override
vertex_color_import_option

(VertexColorImportOption) – [Read-Write] Specify how vertex colors should be imported

vertex_override_color

(Color) – [Read-Write] Specify override color in the case that VertexColorImportOption is set to Override