Get bone influences in Skinned Mesh
How can I figure out which bones influence a given vertex in a UPoseableMeshComponent? I can retrieve information on the various bones, and I can compute the position of all vertices according to the current bone transforms, but I would like to figure out what all the bone influences are, at runtime.
Essentially what I want to do is, for a given bone (e.g. a bone for the left upper arm), I want to figure out which vertices to associate to that bone based on the bone influences, so that I can construct a simplified convex hull around these vertices (I'm using a custom physics engine) and this convex hull would represent the left upper arm for my character. How can I go about retrieving these bone influences?
The solution is to use IMeshUtilities::CalcBoneVertInfos.
answered Dec 14 '15 at 10:09 PM
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