Struct ufbx.ufbx_skin_deformer
Skin deformer specifies a binding between a logical set of bones (a skeleton)
and a mesh. Each bone is represented by a ufbx_skin_cluster
that contains
the binding matrix and a ufbx_node *bone
that has the current transformation.
Assembly: ufbxWrapper.dll
public struct ufbx.ufbx_skin_deformer
Fields
Skin deformer specifies a binding between a logical set of bones (a skeleton)
and a mesh. Each bone is represented by a ufbx_skin_cluster
that contains
the binding matrix and a ufbx_node *bone
that has the current transformation.
Declaration
public ufbx.ufbx_skin_deformer._anonymous_1_struct _anonymous_1
Field Value
Clusters (bones) in the skin
Declaration
public ufbx.ufbx_skin_cluster_list clusters
Field Value
Declaration
public ufbx.ufbx_uint32_list dq_vertices
Field Value
Declaration
public ufbx.ufbx_real_list dq_weights
Field Value
Largest amount of weights a single vertex can have
Declaration
public ulong max_weights_per_vertex
Field Value
Blend weights between Linear Blend Skinning (0.0) and Dual Quaternion (1.0).
HINT: You probably want to use vertices
and ufbx_skin_vertex.dq_weight
instead!
NOTE: These may be out-of-bounds for a given mesh, vertices
is always safe.
Declaration
public ulong num_dq_weights
Field Value
Declaration
public ufbx.ufbx_skinning_method skinning_method
Field Value
Per-vertex weight information
Declaration
public ufbx.ufbx_skin_vertex_list vertices
Field Value
Declaration
public ufbx.ufbx_skin_weight_list weights
Field Value
Properties
Declaration
public ufbx.ufbx_element element { get; }
Property Value
Declaration
public uint element_id { get; }
Property Value
Declaration
public ufbx.ufbx_string name { get; }
Property Value
Declaration
public ufbx.ufbx_props props { get; }
Property Value
Declaration
public uint typed_id { get; }
Property Value