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mirror of synced 2025-02-20 20:51:35 +01:00

Transform bmd normals properly for rigging

This commit is contained in:
KillzXGaming 2019-07-12 17:33:48 -04:00
parent 2fbf994ae1
commit 282855977a
3 changed files with 2 additions and 0 deletions

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@ -192,10 +192,12 @@ namespace FirstPlugin
Matrix4 test = BMDFile.SkinningEnvelopes.InverseBindMatrices[vert.VertexWeight.BoneIndices[0]].Inverted();
test.Transpose();
vertex.pos = OpenTK.Vector3.TransformPosition(vertex.pos, test);
vertex.nrm = OpenTK.Vector3.TransformNormal(vertex.nrm, test);
}
else
{
vertex.pos = OpenTK.Vector3.TransformPosition(vertex.pos, BMDFile.Joints.FlatSkeleton[vert.VertexWeight.BoneIndices[0]].TransformationMatrix);
vertex.nrm = OpenTK.Vector3.TransformNormal(vertex.nrm, BMDFile.Joints.FlatSkeleton[vert.VertexWeight.BoneIndices[0]].TransformationMatrix);
}
}