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Enable an existing bone to influence a group of vertices and define how much influence the bone has on each vertex.
Syntax
HRESULT AddBoneInfluences(
[in] UINT BoneIndex,
[in] UINT InfluenceCount,
[in] UINT *pIndices,
[in] float *pWeights
);
Parameters
-
BoneIndex [in]
-
Type: UINT
An index that specifies an existing bone. Must be between 0 and the value returned by ID3DX10SkinInfo::GetNumBones.
-
InfluenceCount [in]
-
Type: UINT
Number of vertices to add to the bone's influence.
-
pIndices [in]
-
Type: UINT*
Pointer to an array of vertex indices. Each member of this array has a corresponding member in pWeights, such that pIndices[i] corresponds to pWeights[i]. The corresponding value in pWeights[i] determines how much influence BoneIndex will have on the vertex indexed by pIndices[i]. The size of the pIndices array must be equal to or greater than InfluenceCount.
-
pWeights [in]
-
Type: float*
Pointer to an array of bone weights. Each member of this array has a corresponding member in pIndices, such that pWeights[i] corresponds to pIndices[i]. Each value in pWeights is between 0 and 1 and defines the amount of influence the bone has over each vertex. The size of pWeights must be equal to or greater than InfluenceCount.
Return value
Type: HRESULT
If the method succeeds, the return value is S_OK. If the method fails, the return value can be: E_INVALIDARG or E_OUTOFMEMORY.
Requirements
Requirement | Value |
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Header |
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Library |
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See also