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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/FFbxImporter
Description
Skins the control points of the given mesh or shape using either the default pose for skinning or the first frame of the default animation. The results are saved as the last X verts in the given FSkeletalMeshBinaryImport
| Name | SkinControlPointsToPose |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/FbxImporter.h |
| Include Path | #include "FbxImporter.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Fbx/FbxSkeletalMeshImport.cpp |
void SkinControlPointsToPose
(
FSkeletalMeshImportData & ImportData,
FbxMesh * Mesh,
FbxShape * Shape,
bool bUseT0
)
Parameters
| Name | Remarks |
|---|---|
| SkelMeshImporter | object to store skeletal mesh data |
| FbxMesh | The Fbx mesh object with the control points to skin |
| FbxShape | If a shape (aka morph) is provided, its control points will be used instead of the given meshes |
| bUseT0 | If true, then the pose at time=0 will be used instead of the ref pose |