Hi,
I’ve been smacking my head against a wall for a few days now. I’m looking for a way to delete specific faces (maybe even verts) from an instance of a skeletal mesh at runtime.
I have a setup that changes vert weighting to move vert weighting from one bone to another but I need to delete the faces between specific verts to remove stretching.
I can’t figure out how to get the faces (or triangles), assuming this is even possible.
Thanks,
Russell
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It might be possible, but I think you’d be better off asking in the rendering portion of the forum.
Try to use Morph targets.
If you use Blender they are called Shapekeys, there.
With this you can define vertex animations, free from bones. You can animate them with curves in ue4.
That is how face animations are done, too.
Did you end up finding an answer to this?
Blendspaces wont do because the vertex position/animation is baked, while we’d want it to be dynamic.
I did not. I ended up going a route I’ve used in the past by hiding bones and using extra skeletal mesh components.