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# ---------------------------------------------------------------------------- # Requirements # ---------------------------------------------------------------------------- # Plugins: # Scripting - # Python # Editor Scripting Utilities # Python Foundation Packages # Geometry - # Geometry # Geometry Processing # Geometry Script # ---------------------------------------------------------------------------- # Import from /includes # ---------------------------------------------------------------------------- import unreal # ---------------------------------------------------------------------------- # Unreal Library Classes # ---------------------------------------------------------------------------- ur = unreal ur_edit_asset_lib = unreal.EditorAssetLibrary() ur_asset_helper = unreal.AssetToolsHelpers.get_asset_tools() ur_subsystem: unreal.SubobjectDataSubsystem = unreal.get_engine_subsystem(unreal.SubobjectDataSubsystem) physics_actor: unreal.Name = unreal.Name("PhysicsActor") block_all: unreal.Name = unreal.Name("BlockAll") # ---------------------------------------------------------------------------- # Import from /includes # ---------------------------------------------------------------------------- #=========================================================================== # * set_pivot_center_bottom() # * # * Purpose: #=========================================================================== def set_pivot_center_bottom(input_sm:unreal.StaticMesh,outline_actor:unreal.Actor): if outline_actor==None: return print('set_pivot_center_bottom() -- Start') asset_options = unreal.GeometryScriptCopyMeshFromAssetOptions() requested_lod = unreal.GeometryScriptMeshReadLOD() dm = unreal.DynamicMesh() print(f'{unreal.GeometryScript_AssetUtils.copy_mesh_from_static_mesh(input_sm,dm,asset_options,requested_lod)}') mesh_bounds = input_sm.get_bounds() center = mesh_bounds.origin # we need to keep this somewhere as we lose world positions when pivot is bottom center. extent = mesh_bounds.box_extent bottom_center = unreal.Vector(center.x, center.y, center.z )#- extent.z) print(f'DynamicMesh = {dm}','[SPCB]') print(f'Location = {center}','[SPCB]') print(f'Extent = {extent}','[SPCB]') print(f'Bottom Center = {bottom_center}','[SPCB]') dm.translate_pivot_to_location(bottom_center) #outline_actor.set_actor_location(center,False,False) options = unreal.GeometryScriptCopyMeshToAssetOptions() target_lod = unreal.GeometryScriptMeshWriteLOD() unreal.GeometryScript_AssetUtils.copy_mesh_to_static_mesh(dm,input_sm,options,target_lod) #unreal.EditorAssetLibrary.save_asset(input_sm) print('set_pivot_center_bottom() -- End') print('Pivot Fixer by T.J.Roughton') mesh_h = ur_edit_asset_lib.load_asset('/Game/Mesh/Cube') set_pivot_center_bottom(mesh_h,'/Game/Mesh/Cube_Fix')
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