Skeletons can now choose between using local or world coords for processing, fixes #26468

This commit is contained in:
Juan Linietsky
2019-03-03 12:23:03 -03:00
parent 9db96d9f81
commit 2f32a75d2e
18 changed files with 119 additions and 47 deletions

View File

@ -176,7 +176,7 @@ Error ColladaImport::_create_scene_skeletons(Collada::Node *p_node) {
Skeleton *sk = memnew(Skeleton);
int bone = 0;
sk->set_use_bones_in_world_transform(true); // This improves compatibility in Collada
for (int i = 0; i < p_node->children.size(); i++) {
_populate_skeleton(sk, p_node->children[i], bone, -1);

View File

@ -2121,6 +2121,7 @@ Spatial *EditorSceneImporterGLTF::_generate_scene(GLTFState &state, int p_bake_f
Vector<Skeleton *> skeletons;
for (int i = 0; i < state.skins.size(); i++) {
Skeleton *s = memnew(Skeleton);
s->set_use_bones_in_world_transform(false); //GLTF does not need this since meshes are always local
String name = state.skins[i].name;
if (name == "") {
name = _gen_unique_name(state, "Skeleton");