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Copy file name to clipboardExpand all lines: tutorials/SnippetsForStaticAndSkeletalMeshes.md
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@@ -939,6 +939,37 @@ Once you run the script, you will end with a SkeletalMesh with an animation and
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The only relevant part in the code is the (a bit convoluted) way we move from OpenGL based conventions (y on top, x right, z forward right handed, counterwise backface culling) to the UE4 ones (z on top, x forward left handed, y right, clockwise backface culling)
BVH files are interesting for lot of reasons. First of all, BVH is basically the standard de-facto for motion capture devices. It is a textual human-readable format. And, maybe more important for this page, will heavily push your linear-algebra skills...
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