Navigation
API > API/Plugins > API/Plugins/MLDeformerFrameworkEditor > API/Plugins/MLDeformerFrameworkEditor/FMLDeformerMorphModelEditorModel
Description
Apply a generated mask to a specific vertex attribute. This copy the generated values one to one to the vertex attribute, but it applies some scaling to the attributes to give better results. If we don't do this scaling then the values often look too small and the vertex attribute visually looks very light, rather than clearly defining the area. This will also ensure the mask gets generated, even if the MaskInfo masking mode is set to something non-generated.
| Name | ApplyGeneratedMaskToVertexAttributes |
| 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 ApplyGeneratedMaskToVertexAttributes
(
USkeletalMesh * SkeletalMesh,
FMLDeformerMaskInfo & MaskInfo,
TVertexAttributesRef< float > AttributeRef
)
Parameters
| Name | Remarks |
|---|---|
| SkeletalMesh | The skeletal mesh that the vertex attribute is on. |
| MaskInfo | The mask info object that we generate the mask from. |
| AttributeRef | The output vertex attributes to write to. |