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Access specific vertex in skeletal mesh. Strange indexing?

Hey everyone,

I'm trying to find the position of a specific vertex in a USkeletalMeshComponent, but the indexing appears to be different from the model in Maya (or an obj of the model for that matter)... Which basically breaks the ID reference I obtained from Maya... Do you guys know how to do this?

I'm accessing the vertices positions using Rama's code:

     FTransform ToWorld = bodyModel->GetComponentTransform();
     FVector WorldLocation = ToWorld.GetLocation();
 
     for (int idx = 0; idx < Locations.Num(); idx++) {
         Locations[idx] = WorldLocation + ToWorld.TransformVector(Locations[idx]);
         if (idx == 4763)
             DrawDebugPoint(parent->GetWorld(),
                 Locations[idx],
                 5,
                 FColor(0, 0, 255),
                 true);
         else
             DrawDebugPoint(parent->GetWorld(),
                 Locations[idx],
                 5,
                 FColor(255, 0, 0),
                 true);
     }
 

4763 is just a random vertex in Maya. DrawDebugPoint was my way of being sure that the positions of the vertices are correct, and they are... I've spent more than a few hours looking into this.. and still no idea... Dx

Any help on how to do this or how the vertices are indexed would be brilliant!

Thanks! :)

Cheers!

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asked Nov 26 '17 at 08:43 PM in C++ Programming

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Wachrno
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