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mirror of synced 2025-01-19 01:14:08 +01:00

Fix an error when creating a new model with skeleton

This commit is contained in:
KillzXGaming 2019-05-25 14:33:21 -04:00
parent f6c7ff684f
commit 35f6b182e1
5 changed files with 8 additions and 0 deletions

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@ -900,6 +900,9 @@ namespace FirstPlugin
} }
public static void SaveSkeleton(FSKL fskl, List<STBone> Bones) public static void SaveSkeleton(FSKL fskl, List<STBone> Bones)
{ {
if (fskl.node.SkeletonU == null)
fskl.node.SkeletonU = new Skeleton();
fskl.node.SkeletonU.Bones.Clear(); fskl.node.SkeletonU.Bones.Clear();
fskl.node.SkeletonU.MatrixToBoneList = new List<ushort>(); fskl.node.SkeletonU.MatrixToBoneList = new List<ushort>();
fskl.node.SkeletonU.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>(); fskl.node.SkeletonU.InverseModelMatrices = new List<Syroot.Maths.Matrix3x4>();

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@ -274,6 +274,11 @@
0, 0,
0, 0,
0}); 0});
this.rotateBonesUD.Minimum = new decimal(new int[] {
360,
0,
0,
-2147483648});
this.rotateBonesUD.Name = "rotateBonesUD"; this.rotateBonesUD.Name = "rotateBonesUD";
this.rotateBonesUD.Size = new System.Drawing.Size(120, 16); this.rotateBonesUD.Size = new System.Drawing.Size(120, 16);
this.rotateBonesUD.TabIndex = 15; this.rotateBonesUD.TabIndex = 15;