There are finished skin meshes and animations, and then I added some blend shapes.
I added some new bones at the origin without animation, and set lockM to 0 for those new bones. (The original bone is set to 1)
Set the lockW value of the deformation vertex to 0. (set Others to 1)
Set matrix w and matrix m with original data,set w value of new bones to 0, and m value of new bones to Matrix4::Identity().
I want these bones to replace blend shapes,but it did not work. The result of the compute is that these bones are still at the origin, and there are no vertices with their weights.
I don't know how to work properly
There are finished skin meshes and animations, and then I added some blend shapes. I added some new bones at the origin without animation, and set lockM to 0 for those new bones. (The original bone is set to 1) Set the lockW value of the deformation vertex to 0. (set Others to 1) Set matrix w and matrix m with original data,set w value of new bones to 0, and m value of new bones to Matrix4::Identity(). I want these bones to replace blend shapes,but it did not work. The result of the compute is that these bones are still at the origin, and there are no vertices with their weights. I don't know how to work properly