Where in the C++ code are morph targets computed?
I am currently dissecting the unreal source code to try to understand the morph target system but so far I have learned very little.
I notice that the material system requires a bUsedWithMorphTargets flag to be set but I cannot identify where this flag is actually used and I also can't figure out where exactly the morph target animation is computed.
What I am wondering is:
Can anyone help answer these questions, Best regards, Tim
asked Jan 19 '16 at 05:53 PM in C++ Programming
There are CPU and GPU versions of the blend shape renderer (depending on your target). The GPU entry point is in: UnrealEngine\Engine\Source\Runtime\Engine\Private\SkeletalRenderGPUSkin.cpp, in the 'Update' function. The morph target data calculation gets ultimate handled in UnrealEngine\Engine\Source\Runtime\Engine\Private\GPUSkinVertexFactory.cpp where you'll find 'Material->IsUsedWithMorphTargets()' referenced.
The animated vertex data for the blend shape is calculated in UnrealEngine\Engine\Source\Runtime\Engine\Private\Components\SkinnedMeshComponent.cpp. 'UpdateActiveVertexAnims' is the entry point there.
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