Fixed Bone Transform Order

The bone index being passed to the visual server is not using the process order and results in incorrect skin deformation if the calculated process order is different from the unordered bones Vector.

Incidentally, this never showed when I exported rigged characters from blender using the Better Collada exporter. This bug only materialised when experimenting with the glTF pipeline from Maya.
This commit is contained in:
Grant Clarke 2019-01-18 22:26:13 +00:00
parent 93d8f3cdd5
commit d27ca7eb73
1 changed files with 1 additions and 1 deletions

View File

@ -320,7 +320,7 @@ void Skeleton::_notification(int p_what) {
}
b.transform_final = b.pose_global * b.rest_global_inverse;
vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse));
vs->skeleton_bone_set_transform(skeleton, order[i], global_transform * (b.transform_final * global_transform_inverse));
for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {