G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FSkeletalMeshOptimizationSettings Struct Reference

FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD. More...

Public Member Functions

Functions
void SetbRemapMorphTargets (bool Value)
 Remap the morph targets from the base LOD onto the reduce LOD.
void SetbRecalcNormals (bool Value)
 Whether Normal smoothing groups should be preserved. If true then Hard Edge Angle (NormalsThreshold) is used *.
void SetbEnforceBoneBoundaries (bool Value)
 Penalize edge collapse between vertices that have different major bones. This will help articulated segments like tongues but can lead to undesirable results under extreme simplification.
void SetbMergeCoincidentVertBones (bool Value)
 If enabled this option make sure vertices that share the same location (e.g. UV boundaries) have the same bone weights. This can fix cracks when the characters animate.
void SetbLockEdges (bool Value)
 Preserve cuts in the mesh surface by locking vertices in place. Increases the quality of the simplified mesh at edges at the cost of more triangles.
void SetbLockColorBounaries (bool Value)
 Disallow edge collapse when the vertices do not have a common color.
void SetbImproveTrianglesForCloth (bool Value)
 Better distribution of triangles on 2d meshes, such as flat cloth, but at the cost of potentially worse UVs in those areas. This generally has little or no effect for mesh regions that aren't laid out on a plane intersecting the origin such as the xy-plane. When this is disabled, the planar regions may simplify to fewer large triangles.
FSkeletalMeshOptimizationSettings & opAssign (FSkeletalMeshOptimizationSettings Other)

Public Attributes

FSkeletalMeshOptimizationSettings
SkeletalMeshOptimizationImportance SilhouetteImportance
 How important the shape of the geometry is.
float32 VolumeImportance
 Default value of 1 attempts to preserve volume. Smaller values will loose volume by flattening curved surfaces, and larger values will accentuate curved surfaces.
SkeletalMeshOptimizationImportance TextureImportance
 How important texture density is.
float32 WeldingThreshold
 The welding threshold distance. Vertices under this distance will be welded.
SkeletalMeshOptimizationImportance ShadingImportance
 How important shading quality is.
SkeletalMeshOptimizationImportance SkinningImportance
 How important skinning quality is.
float32 NormalsThreshold
 If the angle between two triangles are above this value, the normals will not be smooth over the edge between those two triangles. Set in degrees. This is only used when bRecalcNormals is set to true.
int MaxBonesPerVertex
 Maximum number of bones that can be assigned to each vertex.
int BaseLOD
 Base LOD index to generate this LOD. By default, we generate from LOD 0.
ReductionMethod
uint MaxNumOfTrianglesPercentage
 The maximum number of triangles to retain when using percentage termination criterion.
uint MaxNumOfVertsPercentage
 The maximum number of vertices to retain when using percentage termination criterion.
uint MaxNumOfTriangles
 The maximum number of triangles to retain.
float32 MaxDeviationPercentage
 If ReductionMethod equals MaxDeviation this value is the maximum deviation from the base mesh as a percentage of the bounding sphere. In code, it ranges from [0, 1]. In the editor UI, it ranges from [0, 100].
uint MaxNumOfVerts
 The maximum number of vertices to retain.
float32 NumOfVertPercentage
 The percentage of vertices to retain as a ratio, e.g. 0.1 indicates 10 percent.
SkeletalMeshOptimizationType ReductionMethod
 The method to use when optimizing the skeletal mesh LOD.
float32 NumOfTrianglesPercentage
 The percentage of triangles to retain as a ratio, e.g. 0.1 indicates 10 percent.
SkeletalMeshTerminationCriterion TerminationCriterion
 The method to use when optimizing the skeletal mesh LOD.

Detailed Description

FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD.

Member Function Documentation

◆ opAssign()

◆ SetbEnforceBoneBoundaries()

void SetbEnforceBoneBoundaries ( bool Value)

Penalize edge collapse between vertices that have different major bones. This will help articulated segments like tongues but can lead to undesirable results under extreme simplification.

◆ SetbImproveTrianglesForCloth()

void SetbImproveTrianglesForCloth ( bool Value)

Better distribution of triangles on 2d meshes, such as flat cloth, but at the cost of potentially worse UVs in those areas. This generally has little or no effect for mesh regions that aren't laid out on a plane intersecting the origin such as the xy-plane. When this is disabled, the planar regions may simplify to fewer large triangles.

◆ SetbLockColorBounaries()

void SetbLockColorBounaries ( bool Value)

Disallow edge collapse when the vertices do not have a common color.

◆ SetbLockEdges()

void SetbLockEdges ( bool Value)

Preserve cuts in the mesh surface by locking vertices in place. Increases the quality of the simplified mesh at edges at the cost of more triangles.

◆ SetbMergeCoincidentVertBones()

void SetbMergeCoincidentVertBones ( bool Value)

If enabled this option make sure vertices that share the same location (e.g. UV boundaries) have the same bone weights. This can fix cracks when the characters animate.

◆ SetbRecalcNormals()

void SetbRecalcNormals ( bool Value)

Whether Normal smoothing groups should be preserved. If true then Hard Edge Angle (NormalsThreshold) is used *.

◆ SetbRemapMorphTargets()

void SetbRemapMorphTargets ( bool Value)

Remap the morph targets from the base LOD onto the reduce LOD.

Member Data Documentation

◆ BaseLOD

int BaseLOD

Base LOD index to generate this LOD. By default, we generate from LOD 0.

◆ MaxBonesPerVertex

int MaxBonesPerVertex

Maximum number of bones that can be assigned to each vertex.

◆ MaxDeviationPercentage

float32 MaxDeviationPercentage

If ReductionMethod equals MaxDeviation this value is the maximum deviation from the base mesh as a percentage of the bounding sphere. In code, it ranges from [0, 1]. In the editor UI, it ranges from [0, 100].

◆ MaxNumOfTriangles

uint MaxNumOfTriangles

The maximum number of triangles to retain.

◆ MaxNumOfTrianglesPercentage

uint MaxNumOfTrianglesPercentage

The maximum number of triangles to retain when using percentage termination criterion.

◆ MaxNumOfVerts

uint MaxNumOfVerts

The maximum number of vertices to retain.

◆ MaxNumOfVertsPercentage

uint MaxNumOfVertsPercentage

The maximum number of vertices to retain when using percentage termination criterion.

◆ NormalsThreshold

float32 NormalsThreshold

If the angle between two triangles are above this value, the normals will not be smooth over the edge between those two triangles. Set in degrees. This is only used when bRecalcNormals is set to true.

◆ NumOfTrianglesPercentage

float32 NumOfTrianglesPercentage

The percentage of triangles to retain as a ratio, e.g. 0.1 indicates 10 percent.

◆ NumOfVertPercentage

float32 NumOfVertPercentage

The percentage of vertices to retain as a ratio, e.g. 0.1 indicates 10 percent.

◆ ReductionMethod

The method to use when optimizing the skeletal mesh LOD.

◆ ShadingImportance

How important shading quality is.

◆ SilhouetteImportance

SkeletalMeshOptimizationImportance SilhouetteImportance

How important the shape of the geometry is.

◆ SkinningImportance

How important skinning quality is.

◆ TerminationCriterion

SkeletalMeshTerminationCriterion TerminationCriterion

The method to use when optimizing the skeletal mesh LOD.

◆ TextureImportance

How important texture density is.

◆ VolumeImportance

float32 VolumeImportance

Default value of 1 attempts to preserve volume. Smaller values will loose volume by flattening curved surfaces, and larger values will accentuate curved surfaces.

◆ WeldingThreshold

float32 WeldingThreshold

The welding threshold distance. Vertices under this distance will be welded.