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API > API/Plugins > API/Plugins/MLDeformerFrameworkEditor > API/Plugins/MLDeformerFrameworkEditor/FMLDeformerEditorModel
Description
Update the character's pose in paint mode. This will check whether we are in training or testing mode and choose the editor actor based on that. The paint mode will then use this specific editor actor's skeletal mesh component to calculate skinned vertex positions at its current pose. After that it will update the dynamic mesh in the paint mode in order to paint in this same pose. This method is called when you start painting, or scrub the timeline.
| Name | UpdatePaintModePose |
| Type | function |
| Header File | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFrameworkEditor/Public/MLDeformerEditorModel.h |
| Include Path | #include "MLDeformerEditorModel.h" |
| Source | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFrameworkEditor/Private/MLDeformerEditorModel.cpp |
virtual void UpdatePaintModePose
(
bool bFullUpdate
)
Parameters
| Name | Remarks |
|---|---|
| bFullUpdate | When set to true, this can internally update the acceleration structures, which is slow. When set to false it can quickly update the visual mesh It is still important to once call it with bFullUpdate set to true though, before you start painting. |