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authorK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2020-01-10 08:23:24 -0800
committerK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2020-01-10 08:23:24 -0800
commitdfb713bce6b4264269bac38150a231cd8aa2b76a (patch)
treef28cc55295acefd20af0212ff9778400dd6f6a6e
parent140a31728f7e90c9bd1769fe9b35e14bcad6b4d3 (diff)
Use cycle and loop hint flags in FBX.
-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp
index 1bc84ce3a0..726f4c1ed0 100644
--- a/modules/assimp/editor_scene_importer_assimp.cpp
+++ b/modules/assimp/editor_scene_importer_assimp.cpp
@@ -732,6 +732,10 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim
animation->set_name(name);
animation->set_length(anim->mDuration / ticks_per_second);
+ if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
+ animation->set_loop(true);
+ }
+
// generate bone stack for animation import
RegenerateBoneStack(state);