editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools¶
Provides tools for inspecting and modifying skeletal mesh assets, including the mesh/materials, bone hierarchies, and sockets.
22 tool(s).
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.add_socket¶
Adds a named socket to a skeletal mesh attached to a bone.
Sockets are named attachment points used to attach weapons, accessories,
or effects at a consistent position relative to a bone.
Args:
mesh: The skeletal mesh asset to modify.
socket_name: The name to give the new socket.
bone_name: The name of the bone to attach the socket to.
Returns:
The newly created socket.
Input schema
{
"properties": {
"bone_name": {
"type": "string"
},
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
},
"socket_name": {
"type": "string"
}
},
"required": [
"mesh",
"socket_name",
"bone_name"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMeshSocket",
"type": "object"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.assign_physics_asset¶
Assigns a physics asset to a skeletal mesh.
The physics asset must be compatible with the mesh's skeleton. Use this
to swap physics assets or assign one to a mesh that has none.
Args:
mesh: The skeletal mesh asset to modify.
physics_asset: The physics asset to assign.
Returns:
True if the physics asset was assigned successfully.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
},
"physics_asset": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.PhysicsAsset",
"type": "object"
}
},
"required": [
"mesh",
"physics_asset"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"type": "boolean"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_bone_children¶
Returns the direct children of a bone.
Args:
mesh: The skeletal mesh asset to query.
bone_name: The name of the bone to query.
Returns:
A list of direct child bone names, or an empty list for leaf bones.
Input schema
{
"properties": {
"bone_name": {
"type": "string"
},
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh",
"bone_name"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"items": {
"type": "string"
},
"type": "array"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_bone_names¶
Returns the names of all bones in a skeletal mesh in hierarchy order.
Bone names are used to target specific bones for socket attachment, physics
constraints, and animation retargeting.
Args:
mesh: The skeletal mesh asset to query.
Returns:
A list of bone names in skeleton order (root first).
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"items": {
"type": "string"
},
"type": "array"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_bone_parent¶
Returns the name of a bone's parent, or an empty string for the root bone.
Args:
mesh: The skeletal mesh asset to query.
bone_name: The name of the bone to query.
Returns:
The parent bone name, or '' if the bone is the root.
Input schema
{
"properties": {
"bone_name": {
"type": "string"
},
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh",
"bone_name"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"type": "string"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_bounds¶
Returns the local-space bounding volume of a skeletal mesh.
The bounds represent the reference pose and do not account for animation.
Args:
mesh: The skeletal mesh asset to query.
Returns:
The local-space bounding volume as a combined box and sphere.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"properties": {
"boxExtent": {
"description": "Holds the extent of the bounding box, which is half the size of the box in 3D space",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
],
"title": "Vector",
"type": "object"
},
"origin": {
"description": "Holds the origin of the bounding box and sphere.",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
],
"title": "Vector",
"type": "object"
},
"sphereRadius": {
"description": "Holds the radius of the bounding sphere.",
"type": "number"
}
},
"required": [
"origin",
"boxExtent",
"sphereRadius"
],
"title": "BoxSphereBounds",
"type": "object"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_lod_count¶
Returns the number of LODs in a skeletal mesh asset.
Args:
mesh: The skeletal mesh asset to query.
Returns:
The number of LODs.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"type": "integer"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_material¶
Returns the material assigned to a named slot on a skeletal mesh.
Args:
mesh: The skeletal mesh asset to query.
slot_name: The name of the material slot to query.
Returns:
The material assigned to the slot.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
},
"slot_name": {
"type": "string"
}
},
"required": [
"mesh",
"slot_name"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.MaterialInterface",
"type": "object"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_material_slots¶
Returns the names of all material slots in a skeletal mesh.
Material slot names are used when assigning materials to specific parts of
the mesh. Use these names with get_material and set_material.
Args:
mesh: The skeletal mesh asset to query.
Returns:
A list of material slot names.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"items": {
"type": "string"
},
"type": "array"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_morph_target_names¶
Returns the names of all morph targets on a skeletal mesh.
Morph targets (blend shapes) are per-vertex offsets used to deform the mesh,
commonly used for facial expressions and cloth simulation.
Args:
mesh: The skeletal mesh asset to query.
Returns:
A list of morph target names, or an empty list if none exist.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"items": {
"type": "string"
},
"type": "array"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_physics_asset¶
Returns the physics asset assigned to a skeletal mesh.
The physics asset defines the collision bodies and constraints used for
ragdoll simulation and per-bone physics.
Args:
mesh: The skeletal mesh asset to query.
Returns:
The physics asset assigned to this mesh.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.PhysicsAsset",
"type": "object"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_section_count¶
Returns the number of sections in a specific LOD of a skeletal mesh.
Sections correspond to individual material slots rendered by a single draw call.
A mesh may have more sections than material slots if multiple sections share
the same material.
Args:
mesh: The skeletal mesh asset to query.
lod_index: The LOD index to query. Defaults to 0 (highest quality).
Returns:
The number of sections in the specified LOD.
Input schema
{
"properties": {
"lod_index": {
"default": 0,
"type": "integer"
},
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"type": "integer"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_skeleton¶
Returns the skeleton asset associated with a skeletal mesh.
The skeleton defines the bone hierarchy shared across all meshes and
animations that use it.
Args:
mesh: The skeletal mesh asset to query.
Returns:
The skeleton asset bound to this mesh.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.Skeleton",
"type": "object"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_socket_bone¶
Returns the name of the bone that a socket is attached to.
Args:
mesh: The skeletal mesh asset to query.
socket_name: The name of the socket to query.
Returns:
The name of the parent bone.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
},
"socket_name": {
"type": "string"
}
},
"required": [
"mesh",
"socket_name"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"type": "string"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_socket_names¶
Returns the names of all sockets on a skeletal mesh.
Sockets are named attachment points parented to bones. They are used to
attach weapons, accessories, or effects at a consistent location.
Args:
mesh: The skeletal mesh asset to query.
Returns:
A list of socket names, or an empty list if none exist.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"items": {
"type": "string"
},
"type": "array"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_socket_transform¶
Returns the local transform of a socket relative to its parent bone.
Args:
mesh: The skeletal mesh asset to query.
socket_name: The name of the socket to query.
Returns:
The socket's local transform (translation, rotation, scale).
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
},
"socket_name": {
"type": "string"
}
},
"required": [
"mesh",
"socket_name"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"description": "Represents a 3D transformation with optional location, rotation, and scale.\nUnset fields mean \"identity\" when creating objects and \"don't change\" when modifying existing ones.",
"properties": {
"location": {
"description": "The world-space location.",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
],
"title": "Vector",
"type": "object"
},
"rotation": {
"description": "The world-space rotation.",
"properties": {
"pitch": {
"description": "Pitch (degrees) around Y axis",
"type": "number"
},
"roll": {
"description": "Roll (degrees) around X axis",
"type": "number"
},
"yaw": {
"description": "Yaw (degrees) around Z axis",
"type": "number"
}
},
"required": [
"pitch",
"yaw",
"roll"
],
"title": "Rotator",
"type": "object"
},
"scale": {
"description": "The scale.",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
],
"title": "Vector",
"type": "object"
}
},
"title": "ToolsetTransform",
"type": "object"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.get_vertex_count¶
Returns the number of vertices in a specific LOD of a skeletal mesh.
Args:
mesh: The skeletal mesh asset to query.
lod_index: The LOD index to query. Defaults to 0 (highest quality).
Returns:
The number of vertices in the specified LOD.
Input schema
{
"properties": {
"lod_index": {
"default": 0,
"type": "integer"
},
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
}
},
"required": [
"mesh"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"type": "integer"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.import_file¶
Imports a mesh file from disk as a SkeletalMesh asset.
The source file must contain a skeleton hierarchy and skinned mesh data.
Args:
folder_path: The content-browser folder to create the asset in.
asset_name: The name of the new asset.
source_file: The absolute path to the source mesh file on disk.
skeleton: An existing skeleton to bind the imported mesh to. When
None, a new Skeleton asset is created alongside the mesh.
import_materials: When True, create Material assets for any materials
referenced in the file. When False, the imported mesh has no
materials assigned.
import_textures: When True, create Texture2D assets for any textures
referenced by the imported materials. Only effective when
import_materials is True.
import_animations: When True, create AnimSequence assets for any
animations contained in the file.
create_physics_asset: When True, create a PhysicsAsset bound to the
imported mesh's skeleton.
Returns:
The assets produced by the import. The first entry is the imported
SkeletalMesh; additional entries may include a newly created
Skeleton (when none was supplied), a PhysicsAsset, AnimSequences,
Materials, and Texture2Ds, depending on which options are enabled.
Input schema
{
"properties": {
"asset_name": {
"type": "string"
},
"create_physics_asset": {
"default": false,
"type": "boolean"
},
"folder_path": {
"type": "string"
},
"import_animations": {
"default": false,
"type": "boolean"
},
"import_materials": {
"default": false,
"type": "boolean"
},
"import_textures": {
"default": false,
"type": "boolean"
},
"skeleton": {
"default": null,
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.Skeleton",
"type": "object"
},
"source_file": {
"type": "string"
}
},
"required": [
"folder_path",
"asset_name",
"source_file"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"items": {
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/CoreUObject.Object",
"type": "object"
},
"type": "array"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.remove_socket¶
Removes a named socket from a skeletal mesh.
Args:
mesh: The skeletal mesh asset to modify.
socket_name: The name of the socket to remove.
Returns:
True if the socket was removed successfully.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
},
"socket_name": {
"type": "string"
}
},
"required": [
"mesh",
"socket_name"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"type": "boolean"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.rename_socket¶
Renames a socket on a skeletal mesh.
Args:
mesh: The skeletal mesh asset to modify.
old_name: The current name of the socket.
new_name: The new name to give the socket.
Returns:
True if the socket was renamed successfully.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
},
"new_name": {
"type": "string"
},
"old_name": {
"type": "string"
}
},
"required": [
"mesh",
"old_name",
"new_name"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"type": "boolean"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.set_material¶
Assigns a material to a named slot on a skeletal mesh asset.
This affects all instances of the mesh that do not override the slot material.
Args:
mesh: The skeletal mesh asset to modify.
slot_name: The name of the material slot to assign to.
material: The material to assign.
Returns:
True if the material was assigned successfully.
Input schema
{
"properties": {
"material": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.MaterialInterface",
"type": "object"
},
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
},
"slot_name": {
"type": "string"
}
},
"required": [
"mesh",
"slot_name",
"material"
],
"type": "object"
}
Output schema
{
"properties": {
"returnValue": {
"type": "boolean"
}
},
"required": [
"returnValue"
],
"type": "object"
}
editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools.set_socket_transform¶
Sets the local transform of a socket relative to its parent bone.
Args:
mesh: The skeletal mesh asset to modify.
socket_name: The name of the socket to modify.
transform: The new local transform for the socket.
Input schema
{
"properties": {
"mesh": {
"description": "Represents a reference to a UObject or UClass.",
"properties": {
"refPath": {
"description": "The reference stored as a soft path string.",
"type": "string"
}
},
"required": [
"refPath"
],
"title": "/Script/Engine.SkeletalMesh",
"type": "object"
},
"socket_name": {
"type": "string"
},
"transform": {
"description": "Represents a 3D transformation with optional location, rotation, and scale.\nUnset fields mean \"identity\" when creating objects and \"don't change\" when modifying existing ones.",
"properties": {
"location": {
"description": "The world-space location.",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
],
"title": "Vector",
"type": "object"
},
"rotation": {
"description": "The world-space rotation.",
"properties": {
"pitch": {
"description": "Pitch (degrees) around Y axis",
"type": "number"
},
"roll": {
"description": "Roll (degrees) around X axis",
"type": "number"
},
"yaw": {
"description": "Yaw (degrees) around Z axis",
"type": "number"
}
},
"required": [
"pitch",
"yaw",
"roll"
],
"title": "Rotator",
"type": "object"
},
"scale": {
"description": "The scale.",
"properties": {
"x": {
"type": "number"
},
"y": {
"type": "number"
},
"z": {
"type": "number"
}
},
"required": [
"x",
"y",
"z"
],
"title": "Vector",
"type": "object"
}
},
"title": "ToolsetTransform",
"type": "object"
}
},
"required": [
"mesh",
"socket_name",
"transform"
],
"type": "object"
}