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API > API/Plugins > API/Plugins/MLDeformerFrameworkEditor > API/Plugins/MLDeformerFrameworkEditor/FMLDeformerMorphModelEditorModel
Description
Add any required bone to the mask. For example when we have finger bones that are not included in the bone inputs to the ML model, we still have to add those to the mask of the closest bone that is included (likely the hand or lower arm). With closest we mean the closest up the hierarchy chain (traversing to the parent and the parent's parent, etc). We call those virtual parents in this context.
| Name | AddRequiredBones |
| Type | function |
| Header File | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFrameworkEditor/Public/MLDeformerMorphModelEditorModel.h |
| Include Path | #include "MLDeformerMorphModelEditorModel.h" |
| Source | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFrameworkEditor/Private/MLDeformerMorphModelEditorModel.cpp |
void AddRequiredBones
(
const FReferenceSkeleton & RefSkel,
int32 SkeletonBoneIndex,
const TArray < int32 > & VirtualParentTable,
TArray < int32 > & OutBonesAdded
)
Parameters
| Name | Remarks |
|---|---|
| RefSkel | The reference skeleton used for indexing and to get the hierarchy information from. |
| SkeletonBoneIndex | The bone index to fill the mask for. |
| VirtualParentTable | The table of virtual parents. This lets us know that we also have to add say the finger bone vertices to the mask of the hand in our example described above. |
| OutBonesAdded | The list of bones we added to the mask. This list can contain items already. Bones that are already in the list won't be added to the mask again. |