Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh. (#235)

- Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh.
- Actor caches map from joint indices in skin metadata to skeleton indices so they can be query later.
- Actor cloth skinning reads indices and weights from Model Asset instead from EMFX Mesh.
- Actor cloth skinning with unlimited skinning bones.
- Sort out cloth unit tests by disabling them until there is a way to create an Atom mesh
- Addressing feedback.
This commit is contained in:
Aaron Ruiz Mora
2021-04-23 19:46:57 +01:00
committed by GitHub
parent a4e1abf6df
commit 5fd8c35878
19 changed files with 191 additions and 214 deletions
@@ -512,10 +512,9 @@ namespace AZ
MaterialReceiverNotificationBus::Event(m_entityId, &MaterialReceiverNotificationBus::Events::OnMaterialAssignmentsChanged);
RegisterActor();
// [TODO ATOM-14478, LYN-1890]
// [TODO ATOM-15288]
// Temporary workaround for cloth to make sure the output skinned buffers are filled at least once.
// When the blend weights buffer can be unique per instance and updated by cloth component,
// FillSkinnedMeshInstanceBuffers can be removed.
// When meshes with cloth data are not dispatched for skinning FillSkinnedMeshInstanceBuffers can be removed.
FillSkinnedMeshInstanceBuffers();
}
else