ComputeSkinnedPositions returning 0 all vertices?
Hi! I have a character model that combines a skeleton with a blendshape rig on the face. But I'm currently trying to see the current positions of the face vertices on a specific moment, but it just returns 0 for all the values???? As I'm implementing this as a blueprint, I'm passing it a USkeletalMeshComponent* faceModel and then finding the positions of the vertices using:
Actually, this works if it is only the blendshape model/morph targets without the body (skeletal) rig. But the moment I have everything together, ComputeSkinnedPositions just returns 0 on all the values.... Dx
Does anyone have any tip? Many thanks! Cheers
asked Sep 04 '18 at 07:55 AM in C++ Programming
After way too many hours... managed to get the answer... If I use GetSkinnedVertexPosition it works,
Not quite sure why ComputeSkinnedPositions, so if someone knows why... I'd still like to know. But for now this is the answer I got to!
answered Sep 04 '18 at 04:08 PM
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