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:
parent
93d8f3cdd5
commit
d27ca7eb73
1 changed files with 1 additions and 1 deletions
|
|
@ -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()) {
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue