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mirror of synced 2025-02-20 12:41:10 +01:00

Transform rigged stuff properly

This commit is contained in:
KillzXGaming 2019-03-31 17:10:03 -04:00
parent b87cc40857
commit 2b0957fa53
3 changed files with 2 additions and 16 deletions

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@ -84,16 +84,8 @@ namespace Switch_Toolbox.Library
foreach (int index in parent.MeshIndices)
objects.Add(CreateGenericObject(scene.Meshes[index], index, worldTK));
if (scene.HasMeshes && scene.Meshes.Any(x => x.HasBones))
{
foreach (Node child in parent.Children)
BuildNode(child, ref rootTransform);
}
else
{
foreach (Node child in parent.Children)
BuildNode(child, ref world);
}
foreach (Node child in parent.Children)
BuildNode(child, ref world);
}
public void LoadScene()
{
@ -345,12 +337,6 @@ namespace Switch_Toolbox.Library
obj.boneList = GetBoneList(msh);
obj.VertexSkinCount = (byte)GetVertexSkinCount(msh);
Console.WriteLine($"MESH {msh.Name}");
Console.WriteLine($"HasUv0 {obj.HasUv0}");
Console.WriteLine($"HasIndices {obj.HasIndices}");
Console.WriteLine($"HasWeights {obj.HasWeights}");
STGenericObject.LOD_Mesh lod = new STGenericObject.LOD_Mesh();
lod.faces = GetFaces(msh);
lod.IndexFormat = STIndexFormat.UInt16;