Add SetMasterPoseModel to Animated Model for modular characters

This commit is contained in:
Wojtek Figat
2021-05-13 14:41:43 +02:00
parent 899e749d2d
commit fb5c45f474
3 changed files with 32 additions and 4 deletions

View File

@@ -65,6 +65,7 @@ private:
float _lastMinDstSqr;
uint64 _lastUpdateFrame;
BlendShapesInstance _blendShapes;
ScriptingObjectReference<AnimatedModel> _masterPose;
public:
@@ -224,6 +225,12 @@ public:
/// <returns>The zero-based index of the found node. Returns -1 if skeleton is missing.</returns>
API_FUNCTION() int32 FindClosestNode(const Vector3& location, bool worldSpace = false) const;
/// <summary>
/// Sets the master pose model that will be used to copy the skeleton nodes animation. Useful for modular characters.
/// </summary>
/// <param name="masterPose">The master pose actor to use.</param>
API_FUNCTION() void SetMasterPoseModel(AnimatedModel* masterPose);
public:
/// <summary>