Hey everyone,
I’m trying to find the position of a specific vertex in a USkeletalMeshComponent, but the indexing appears to be different from the model in Maya (or an obj of the model for that matter)… Which basically breaks the ID reference I obtained from Maya… Do you guys know how to do this?
I’m accessing the vertices positions using Rama’s code:
FTransform ToWorld = bodyModel->GetComponentTransform();
FVector WorldLocation = ToWorld.GetLocation();
for (int idx = 0; idx < Locations.Num(); idx++) {
Locations[idx] = WorldLocation + ToWorld.TransformVector(Locations[idx]);
if (idx == 4763)
DrawDebugPoint(parent->GetWorld(),
Locations[idx],
5,
FColor(0, 0, 255),
true);
else
DrawDebugPoint(parent->GetWorld(),
Locations[idx],
5,
FColor(255, 0, 0),
true);
}
4763 is just a random vertex in Maya. DrawDebugPoint was my way of being sure that the positions of the vertices are correct, and they are…
I’ve spent more than a few hours looking into this… and still no idea… Dx
Any help on how to do this or how the vertices are indexed would be brilliant!
Thanks!
!