unreal.MappedBoneAnimData

class unreal.MappedBoneAnimData(should_deform_mesh=True, tracking_tag_limit=[], pre_base_rotation=[0.0, 0.0, 0.0], offset_transform=[[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], bone_map={}, body_state_skeleton=None)

Bases: unreal.StructBase

Mapped Bone Anim Data

C++ Source:

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

Editor Properties: (see get_editor_property/set_editor_property)

  • body_state_skeleton (BodyStateSkeleton): [Read-Write] Skeleton driving mapped data
  • bone_map (Map(BodyStateBasicBoneType, BPBoneReference)): [Read-Write] Matching list of body state bone keys mapped to local mesh bone names
  • offset_transform (Transform): [Read-Write] Transform applied after rotation changes to all bones in map. Consider this an offset
  • pre_base_rotation (Rotator): [Read-Write] Offset rotation base applied before given rotation (will rotate input)
  • should_deform_mesh (bool): [Read-Write] Whether the mesh should deform to match the tracked data
  • tracking_tag_limit (Array(str)): [Read-Write] List of tags required by the tracking solution for this animation to use that data
body_state_skeleton

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

bone_map

(Map(BodyStateBasicBoneType, BPBoneReference)) – [Read-Write] Matching list of body state bone keys mapped to local mesh bone names

offset_transform

(Transform) – [Read-Write] Transform applied after rotation changes to all bones in map. Consider this an offset

pre_base_rotation

(Rotator) – [Read-Write] Offset rotation base applied before given rotation (will rotate input)

should_deform_mesh

(bool) – [Read-Write] Whether the mesh should deform to match the tracked data

tracking_tag_limit

(Array(str)) – [Read-Write] List of tags required by the tracking solution for this animation to use that data