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