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API > API/Plugins > API/Plugins/MLDeformerFrameworkEditor > API/Plugins/MLDeformerFrameworkEditor/FTrainingDataProcessor
The animation data represented as buffers of vectors and quaternions. The size of the arrays are the number of bones in the reference skeleton, multiplied by the number of frames. So the layout for a two bone skeleton would be like this: [(Bone1, Bone2), (Bone1, Bone2), (Bone1, Bone2), ...] where each (Bone1, Bone2) represents a single frame. In case of positions and scales, the value for Bone1 and Bone2 would be a FVector. For the rotations it is an FQuat.
| Name | FAnimFrameData |
| Type | struct |
| Header File | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFrameworkEditor/Public/Tools/TrainingDataProcessor/TrainingDataProcessor.h |
| Include Path | #include "Tools/TrainingDataProcessor/TrainingDataProcessor.h" |
Syntax
struct FAnimFrameData
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneIndices | TArray< int32 > | For each entry in the BoneNames array, this contains an index into the FReferenceSkeleton. | Tools/TrainingDataProcessor/TrainingDataProcessor.h | |
| BoneNames | TArray< FName > | Bone names in the bones list, that actually exist. | Tools/TrainingDataProcessor/TrainingDataProcessor.h | |
| NumRefSkelBones | int32 | Number of bones in the reference skeleton. | Tools/TrainingDataProcessor/TrainingDataProcessor.h | |
| RefPoseTransforms | TArray< FTransform3f > | NumRefSkelBones FTransforms. | Tools/TrainingDataProcessor/TrainingDataProcessor.h | |
| Transforms | TArray< FTransform3f > | NumRefSkelBones * GetNumFrames(). | Tools/TrainingDataProcessor/TrainingDataProcessor.h |