Gems/EMotionFX/Code/EMotionFX/Source/SkinningInfoVertexAttributeLayer.cpp
void SkinningInfoVertexAttributeLayer::RemapInfluences(size_t oldNodeNr, size_t newNodeNr)
    {
        // get the number of vertices/attributes
        const size_t numAttributes = m_data.GetNumRows();
        for (size_t a = 0; a < numAttributes; ++a)
        {
            // iterate through all influences and compare them with the old node
            const size_t numInfluences = GetNumInfluences(a);
            for (size_t i = 0; i < numInfluences; ++i)
            {
                // remap the influence to the new node when it is linked to the old node
                if (GetInfluence(a, i)->GetNodeNr() == oldNodeNr)
                {
                    GetInfluence(a, i)->SetNodeNr(static_cast<uint16>(newNodeNr));
                }
            }
        }
    }
// remap all influences for bone (oldNodeNr) to bone (newNodeNr)
remap all influences for bone (oldNodeNr) to bone (newNodeNr)
remap all influences for bone ( oldNodeNr ) to bone ( newNodeNr )
void SkinningInfoVertexAttributeLayer::RemapInfluences(size_t oldNodeNr, size_t newNodeNr)
    {
        const size_t numAttributes = m_data.GetNumRows();
        for (size_t a = 0; a < numAttributes; ++a)
        {
            const size_t numInfluences = GetNumInfluences(a);
            for (size_t i = 0; i < numInfluences; ++i)
            {
                if (GetInfluence(a, i)->GetNodeNr() == oldNodeNr)
                {
                    GetInfluence(a, i)->SetNodeNr(static_cast<uint16>(newNodeNr));
                }
            }
        }
    }
void SkinningInfoVertexAttributeLayer :: RemapInfluences ( size_t oldNodeNr , size_t newNodeNr ) { const size_t numAttributes = m_data . GetNumRows ( ) ; for ( size_t a = 0 ; a < numAttributes ; ++ a ) { const size_t numInfluences = GetNumInfluences ( a ) ; for ( size_t i = 0 ; i < numInfluences ; ++ i ) { if ( GetInfluence ( a , i ) -> GetNodeNr ( ) == oldNodeNr ) { GetInfluence ( a , i ) -> SetNodeNr ( static_cast < uint16 > ( newNodeNr ) ) ; } } } }
remap all influences for bone (oldNodeNr) to bone (newNodeNr)
remap all influences for bone ( oldNodeNr ) to bone ( newNodeNr )
// get the number of vertices/attributes // iterate through all influences and compare them with the old node // remap the influence to the new node when it is linked to the old node