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Fixed UV anim clips assignment to use geometry's ShaderID for the lookup.
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@@ -405,8 +405,6 @@ namespace CodeWalker.Rendering
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if (bones == null)
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{ return; }
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//TODO: fragments! see eg. p_oil_pjack_03_s
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for (int i = 0; i < anim.BoneIds.data_items.Length; i++)
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{
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var boneiditem = anim.BoneIds.data_items[i];
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@@ -453,6 +451,9 @@ namespace CodeWalker.Rendering
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if (bmodel == null)
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{ continue; }
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if (((bmodel.SkeletonBinding >> 8) & 0xFF) > 0) //skin mesh? //TODO: see eg. p_oil_pjack_03_s
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{ continue; }
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//update model's transform from animated bone
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var pos = bone.AnimTranslation;
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