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author | Lyuma <xn.lyuma@gmail.com> | 2023-01-26 22:41:58 -0800 |
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committer | Lyuma <xn.lyuma@gmail.com> | 2023-01-26 22:41:58 -0800 |
commit | 03bd1da32b4704c041c2a912ba173a373a8b90c0 (patch) | |
tree | 7c5a3080723f8343c32bbf04f968bbab9a5e815c /doc/classes/WorldBoundaryShape3D.xml | |
parent | a3a42159e31db27f8ae7c1ecad6a9ed417cb05de (diff) |
Avoid nested skeletons, and handle skinned meshes with children.
Recursively adds child nodes into each skeleton. This should prevent nested skeletons and avoid bone attachments for leaf bones.
In cases where a skinned mesh has children, creates two scene nodes with the same name, which both will represent this single gltf node.
Because blend shape animations must target the mesh, adds a separate mapping for ImporterMeshInstance3D node references.
This change will break existing imported scenes with bone attachments and more than one skeleton.
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
Diffstat (limited to 'doc/classes/WorldBoundaryShape3D.xml')
0 files changed, 0 insertions, 0 deletions