Fixed UV anim clips assignment to use geometry's ShaderID for the lookup.

This commit is contained in:
dexy
2019-11-02 22:53:54 +11:00
Unverified
parent 68a028dc0b
commit 3462513e27
3 changed files with 6 additions and 4 deletions
+3 -2
View File
@@ -405,8 +405,6 @@ namespace CodeWalker.Rendering
if (bones == null)
{ return; }
//TODO: fragments! see eg. p_oil_pjack_03_s
for (int i = 0; i < anim.BoneIds.data_items.Length; i++)
{
var boneiditem = anim.BoneIds.data_items[i];
@@ -453,6 +451,9 @@ namespace CodeWalker.Rendering
if (bmodel == null)
{ continue; }
if (((bmodel.SkeletonBinding >> 8) & 0xFF) > 0) //skin mesh? //TODO: see eg. p_oil_pjack_03_s
{ continue; }
//update model's transform from animated bone
var pos = bone.AnimTranslation;