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