Fixed animation insertion in SkeletonEditor

This commit is contained in:
Silc 'Tokage' Renew 2021-10-16 10:04:09 +09:00
parent f1f51f5d4b
commit 653e2a550c
12 changed files with 259 additions and 165 deletions

View file

@ -6460,7 +6460,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
for (int32_t shape_i = 0; shape_i < mesh->get_blend_shape_count(); shape_i++) {
String shape_name = mesh->get_blend_shape_name(shape_i);
NodePath shape_path = String(path) + ":" + shape_name;
int32_t shape_track_i = animation->find_track(shape_path);
int32_t shape_track_i = animation->find_track(shape_path, Animation::TYPE_BLEND_SHAPE);
if (shape_track_i == -1) {
GLTFAnimation::Channel<float> weight;
weight.interpolation = GLTFAnimation::INTERP_LINEAR;