Version: 2020.2
LanguageEnglish
  • C#

Mesh.GetBonesPerVertex

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public NativeArray<byte> GetBonesPerVertex();

Returns

NativeArray<byte> Returns the number of non-zero bone weights for each vertex.

Description

The number of non-zero bone weights for each vertex.

The size of the returned array is either Mesh.vertexCount or zero. The array is sorted in vertex index order.

Use in combination with Mesh.GetAllBoneWeights to get bone weights for the vertices in the Mesh.

See Also: Mesh.GetAllBoneWeights, Mesh.SetBoneWeights, ModelImporter.maxBonesPerVertex, QualitySettings.skinWeights, SkinnedMeshRenderer.quality.

using UnityEngine;

public class TestSkinnedMesh : MonoBehaviour { void Start() { // Get a reference to the mesh var skinnedMeshRenderer = GetComponent<SkinnedMeshRenderer>(); var mesh = skinnedMeshRenderer.sharedMesh;

// Get the number of bone weights per vertex var bonesPerVertex = mesh.GetBonesPerVertex(); if (bonesPerVertex.Length == 0) { return; }

// Get all the bone weights, in vertex index order var boneWeights = mesh.GetAllBoneWeights();

// Keep track of where we are in the array of BoneWeights, as we iterate over the vertices var boneWeightIndex = 0;

// Iterate over the vertices for (var vertIndex = 0; vertIndex < mesh.vertexCount; vertIndex++) { var totalWeight = 0f; var numberOfBonesForThisVertex = bonesPerVertex[vertIndex]; Debug.Log("This vertex has " + numberOfBonesForThisVertex + " bone influences");

// For each vertex, iterate over its BoneWeights for (var i = 0; i < numberOfBonesForThisVertex; i++) { var currentBoneWeight = boneWeights[boneWeightIndex]; totalWeight += currentBoneWeight.weight; if (i > 0) { Debug.Assert(boneWeights[boneWeightIndex - 1].weight >= currentBoneWeight.weight); } boneWeightIndex++; } Debug.Assert(Mathf.Approximately(1f, totalWeight)); } } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961