Description
SkinMeshViaMedialSkeleton (v2)
Skin Mesh Via Medial Skeleton V 2
Input(s) : Mesh [Intrinsic] - Mesh to add an animation skeleton to MedialSkeleton [Intrinsic] - Medial skeleton of input mesh RootSelectionPoint - When SelectRootMethod is ClosestToPoint, find the closest cluster to this point RootSelectionDirection - When SelectRootMethod is FarthestInDirection, the direction to search along RootClusterIndex - If non-negative, the index of the medial axis cluster (sphere) to use as the root of the Skeleton bAddCustomAnimationRoot - If true, add an extra root bone at CustomAnimationRootPosition. In constrained binding, this bone will not receive skin weights from clustered vertices. CustomAnimationRootPosition - The world-space position for the custom root bone. Only used when bAddCustomAnimationRoot is true. Stiffness - Stiffness of binding. Lower values allow more distant bones to contribute more MaxInfluences - Maximum bones that will influence each vertex VoxelResolution - The resolution of the voxel grid if doing geodesic voxel binding ClusterNeighborSearchRange - How far to search through medial skeleton neighbors when building bone groups for constrained skin binding. 1 = immediate neighbors only, 2 = neighbors of neighbors, etc. Higher values allow smoother blending across more bones but reduce locality.
Output(s): Mesh [Passthrough] - Mesh to add an animation skeleton to
Information
| Module | GeometryCollectionNodes |
| Category | SkeletonUtil |
| Tags | Skeletal Mesh Conversion |
| Type | FSkinMeshViaMedialSkeleton_v2 |
Parameters
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| EdgeWeightMethod | EDataflowMedialSkeletonConversionEdgeWeightMethod | ArrayOrder | |
| MergeDisconnectedMethod | EDataflowMedialSkeletonConversionMergeDisconnectedMethod | ConnectClosestBones | |
| SelectRootMethod | Method to automatically select the root cluster when RootClusterIndex is not specified | EDataflowMedialSkeletonConversionSelectRootMethod | ArrayOrder |
| BindMethod | Binding method to use for skin weights | EDataflowBindSkeletonMethod | DirectDistance |
Inputs
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| Mesh | Mesh to add an animation skeleton to | TObjectPtr<UDataflowMesh> | None |
| MedialSkeleton | Medial skeleton of input mesh | FDataflowMedialSkeleton | () |
| RootSelectionPoint | When SelectRootMethod is ClosestToPoint, find the closest cluster to this point | FVector | (X=0.000000,Y=0.000000,Z=0.000000) |
| RootSelectionDirection | When SelectRootMethod is FarthestInDirection, the direction to search along | FVector | (X=0.000000,Y=0.000000,Z=-1.000000) |
| RootClusterIndex | If non-negative, the index of the medial axis cluster (sphere) to use as the root of the Skeleton | int32 | -1 |
| bAddCustomAnimationRoot | If true, add an extra root bone at CustomAnimationRootPosition. In constrained binding, this bone will not receive skin weights from clustered vertices. | bool | False |
| CustomAnimationRootPosition | The world-space position for the custom root bone. Only used when bAddCustomAnimationRoot is true. | FVector | (X=0.000000,Y=0.000000,Z=0.000000) |
| Stiffness | Stiffness of binding. Lower values allow more distant bones to contribute more | float | 0.200000 |
| MaxInfluences | Maximum bones that will influence each vertex | int32 | 5 |
| VoxelResolution | The resolution of the voxel grid if doing geodesic voxel binding | int32 | 256 |
| ClusterNeighborSearchRange | How far to search through medial skeleton neighbors when building bone groups for constrained skin binding. 1 = immediate neighbors only, 2 = neighbors of neighbors, etc. Higher values allow smoother blending across more bones but reduce locality. | int32 | 1 |
Outputs
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| Mesh | Mesh to add an animation skeleton to | TObjectPtr<UDataflowMesh> |