public void OnEditEnd() { Validate(); if (currentMode == WeightEditorMode.AddAndSubtract) { for (int i = 0; i < spriteMeshData.vertexCount; ++i) { spriteMeshData.GetWeight(i).Clamp(4); } } if (autoNormalize) { m_SpriteMeshDataController.NormalizeWeights(null); } m_SpriteMeshDataController.SortTrianglesByDepth(); }
private void NormalizeWeights(SpriteCache sprite) { m_SpriteMeshDataController.spriteMeshData = sprite.GetMesh(); m_SpriteMeshDataController.NormalizeWeights(skinningCache.vertexSelection); m_SpriteMeshDataController.SortTrianglesByDepth(); }