Add additional root node and adjust method for root obtaining
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@ -471,7 +471,11 @@ namespace Toolbox.Library
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bool IsBone = boneNames.Contains(Name) && !boneNames.Contains(ParentArmatureName) ||
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bool IsBone = boneNames.Contains(Name) && !boneNames.Contains(ParentArmatureName) ||
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Name.Contains("Skl_Root") || Name.Contains("nw4f_root") ||
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Name.Contains("Skl_Root") || Name.Contains("nw4f_root") ||
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Name.Contains("skl_root") || Name.Contains("_root") || Name.Contains("Root");
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Name.Contains("skl_root") || Name.Contains("all_root") || Name.Contains("_root") || Name.Contains("Root");
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//Root set saved by this tool
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//Get our root manually as it's a child to this
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bool IsRootSkeleton = Name == "skeleton_root";
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short SmoothIndex = 0;
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short SmoothIndex = 0;
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short RigidIndex = -1;
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short RigidIndex = -1;
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@ -482,6 +486,11 @@ namespace Toolbox.Library
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var idenity = Matrix4x4.Identity;
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var idenity = Matrix4x4.Identity;
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CreateByNode(node, skeleton, ParentArmatureName, SmoothIndex, RigidIndex, true, ref idenity);
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CreateByNode(node, skeleton, ParentArmatureName, SmoothIndex, RigidIndex, true, ref idenity);
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}
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}
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else if (IsRootSkeleton && node.HasChildren)
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{
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var idenity = Matrix4x4.Identity;
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CreateByNode(node.Children[0], skeleton, ParentArmatureName, SmoothIndex, RigidIndex, true, ref idenity);
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}
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else
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else
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{
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{
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if (node.HasChildren)
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if (node.HasChildren)
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