#include <Importer.h>
Public Member Functions | |
void | OptimizeForServer () |
Public Attributes | |
bool | m_loadLimits = true |
bool | m_loadSkeletalLoDs = true |
bool | m_loadMorphTargets = true |
bool | m_dualQuatSkinning = false |
bool | m_makeGeomLoDsCompatibleWithSkeletalLoDs = false |
bool | m_unitTypeConvert = true |
bool | m_loadSimulatedObjects = true |
bool | m_optimizeForServer = false |
uint32 | m_threadIndex = 0 |
AZStd::vector< uint32 > | m_chunkIDsToIgnore |
The actor load settings. You can pass such struct to the LoadActor method.
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inline |
If the actor need to be optimized for server, will overwrite a few other actor settings.
AZStd::vector<uint32> EMotionFX::Importer::ActorSettings::m_chunkIDsToIgnore |
Add chunk ID's to this array. Chunks with these ID's will not be processed.
bool EMotionFX::Importer::ActorSettings::m_dualQuatSkinning = false |
Set to true if you wish to enable software skinning using dual quaternions.
bool EMotionFX::Importer::ActorSettings::m_loadLimits = true |
Set to false if you wish to disable loading of joint limits.
bool EMotionFX::Importer::ActorSettings::m_loadMorphTargets = true |
Set to false if you wish to disable loading any morph targets.
bool EMotionFX::Importer::ActorSettings::m_loadSimulatedObjects = true |
Set to false if you wish to disable loading of simulated objects.
bool EMotionFX::Importer::ActorSettings::m_loadSkeletalLoDs = true |
Set to false if you wish to disable loading of skeletal LOD levels.
bool EMotionFX::Importer::ActorSettings::m_makeGeomLoDsCompatibleWithSkeletalLoDs = false |
Set to true if you wish to disable the process that makes sure no skinning influences are mapped to disabled bones. Default is false.
bool EMotionFX::Importer::ActorSettings::m_optimizeForServer = false |
Set to true if you witsh to optimize this actor to be used on server.
bool EMotionFX::Importer::ActorSettings::m_unitTypeConvert = true |
Set to false to disable automatic unit type conversion (between cm, meters, etc). On default this is enabled.