void FAnimationRuntime::FillWithRefPose(TArray<FTransform> & OutAtoms, const FBoneContainer& RequiredBones) { // Copy Target Asset's ref pose. OutAtoms = RequiredBones.GetRefPoseArray(); // If retargeting is disabled, copy ref pose from Skeleton, rather than mesh. // this is only used in editor and for debugging. if( RequiredBones.GetDisableRetargeting() ) { checkSlow( RequiredBones.IsValid() ); // Only do this if we have a mesh. otherwise we're not retargeting animations. if( RequiredBones.GetSkeletalMeshAsset() ) { TArray<int32> const & PoseToSkeletonBoneIndexArray = RequiredBones.GetPoseToSkeletonBoneIndexArray(); TArray<FBoneIndexType> const & RequireBonesIndexArray = RequiredBones.GetBoneIndicesArray(); TArray<FTransform> const & SkeletonRefPose = RequiredBones.GetSkeletonAsset()->GetRefLocalPoses(); for (int32 ArrayIndex = 0; ArrayIndex<RequireBonesIndexArray.Num(); ArrayIndex++) { int32 const & PoseBoneIndex = RequireBonesIndexArray[ArrayIndex]; int32 const & SkeletonBoneIndex = PoseToSkeletonBoneIndexArray[PoseBoneIndex]; // Pose bone index should always exist in Skeleton checkSlow(SkeletonBoneIndex != INDEX_NONE); OutAtoms[PoseBoneIndex] = SkeletonRefPose[SkeletonBoneIndex]; } } } }
bool FBoneReference::Initialize(const FBoneContainer& RequiredBones) { BoneName = *BoneName.ToString().Trim().TrimTrailing(); BoneIndex = RequiredBones.GetPoseBoneIndexForBoneName(BoneName); // If bone name is not found, look into the master skeleton to see if it's found there. // SkeletalMeshes can exclude bones from the master skeleton, and that's OK. // If it's not found in the master skeleton, the bone does not exist at all! so we should report it as a warning. if( (BoneIndex == INDEX_NONE) && RequiredBones.GetSkeletonAsset() ) { if( RequiredBones.GetSkeletonAsset()->GetReferenceSkeleton().FindBoneIndex(BoneName) == INDEX_NONE ) { UE_LOG(LogAnimation, Warning, TEXT("FBoneReference::Initialize BoneIndex for Bone '%s' does not exist in Skeleton '%s'"), *BoneName.ToString(), *GetNameSafe(RequiredBones.GetSkeletonAsset())); } } return (BoneIndex != INDEX_NONE); }