Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp
void Actor::ResizeTransformData()
    {
        Pose& bindPose = *m_skeleton->GetBindPose();
        bindPose.LinkToActor(this, Pose::FLAG_LOCALTRANSFORMREADY, false);

        const size_t numMorphs = bindPose.GetNumMorphWeights();
        for (size_t i = 0; i < numMorphs; ++i)
        {
            bindPose.SetMorphWeight(i, 0.0f);
        }

        m_invBindPoseTransforms.resize(m_skeleton->GetNumNodes());
    }
// resize the transform arrays to the current number of nodes
resize the transform arrays to the current number of nodes
resize the transform arrays to the current number of nodes
void Actor::ResizeTransformData()
    {
        Pose& bindPose = *m_skeleton->GetBindPose();
        bindPose.LinkToActor(this, Pose::FLAG_LOCALTRANSFORMREADY, false);
        const size_t numMorphs = bindPose.GetNumMorphWeights();
        for (size_t i = 0; i < numMorphs; ++i)
        {
            bindPose.SetMorphWeight(i, 0.0f);
        }
        m_invBindPoseTransforms.resize(m_skeleton->GetNumNodes());
    }
void Actor :: ResizeTransformData ( ) { Pose & bindPose = * m_skeleton -> GetBindPose ( ) ; bindPose . LinkToActor ( this , Pose :: FLAG_LOCALTRANSFORMREADY , false ) ; const size_t numMorphs = bindPose . GetNumMorphWeights ( ) ; for ( size_t i = 0 ; i < numMorphs ; ++ i ) { bindPose . SetMorphWeight ( i , 0.0f ) ; } m_invBindPoseTransforms . resize ( m_skeleton -> GetNumNodes ( ) ) ; }
resize the transform arrays to the current number of nodes
resize the transform arrays to the current number of nodes