34 lines
1.5 KiB
Ucode
34 lines
1.5 KiB
Ucode
//=============================================================================
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// KFPruneSkeletalMeshCommandlet
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//=============================================================================
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// Helper commandlet to prune a skeletal mesh. All the children bones of the
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// passed in bone name are removed. The package is resaved after the operation.
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//
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// Usage : PruneSkeletalMesh [SkeletalMeshPath] [BoneName]
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// Eg. : PruneSkeletalMesh SkeletalMeshCommandletTest.HumanIK.CHR_HUMANIK_MASTER_RIG CHR_Head
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2007-2016 Tripwire Interactive LLC
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// - Sakib Saikia
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//=============================================================================
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class KFPruneSkeletalMeshCommandlet extends Commandlet
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native;
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cpptext
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{
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// Remove all the bones of the mesh which are children of PruneBoneName
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UBOOL ModifyMesh(USkeletalMesh* Mesh, FString PruneHeadName, int lodIndex, bool inclusivePrune);
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// Helper functions to modify the mesh
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UBOOL GeneratePruneBoneList(USkeletalMesh* Mesh, TArray<BYTE>& OutPruneBones, FString PruneHeadName, bool inclusivePrune);
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void FixBoneHierarchy(USkeletalMesh* Mesh, const TArray<BYTE>& InPruneBones);
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void FixLOD(USkeletalMesh* Mesh, FStaticLODModel& LOD, const TArray<BYTE>& InPruneBones, FString PruneHeadName);
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}
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// Point of entry for the commandlet
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native event int Main( string Params );
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DefaultProperties
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{
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}
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