Corrected the animation of each bone of an animation were exported in different animations (+tabs fixes)pull/3531/head
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8701a86c9d
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d18fce3f06
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@ -1338,15 +1338,13 @@ void glTF2Exporter::ExportAnimations()
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if (anim->mName.length > 0) {
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if (anim->mName.length > 0) {
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nameAnim = anim->mName.C_Str();
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nameAnim = anim->mName.C_Str();
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}
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}
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Ref<Animation> animRef = mAsset->animations.Create(nameAnim);
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for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
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for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) {
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const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
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const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex];
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// It appears that assimp stores this type of animation as multiple animations.
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// where each aiNodeAnim in mChannels animates a specific node.
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std::string name = nameAnim + "_" + to_string(channelIndex);
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std::string name = nameAnim + "_" + to_string(channelIndex);
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name = mAsset->FindUniqueID(name, "animation");
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name = mAsset->FindUniqueID(name, "animation");
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Ref<Animation> animRef = mAsset->animations.Create(name);
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Ref<Node> animNode = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
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Ref<Node> animNode = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str());
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