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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-07-27 16:49:18 +0200
committerGitHub <noreply@github.com>2022-07-27 16:49:18 +0200
commited61fb2a8b367d60e5ac0e54e8be5320abfcce80 (patch)
treea8529f1b2ea40f5605c8dde5ba7f769629e350db /editor/plugins/skeleton_3d_editor_plugin.cpp
parent4e9640b3ec2bea8e659607137ea87f40c2a7e498 (diff)
parentdde235ad82c7c1ea54ef764056ee5bd3a28a94ab (diff)
Merge pull request #63138 from TokageItLab/normalize-position-track
Add position track normalization to importer retarget
Diffstat (limited to 'editor/plugins/skeleton_3d_editor_plugin.cpp')
-rw-r--r--editor/plugins/skeleton_3d_editor_plugin.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp
index 93e44c8ca0..5d6c56d5f0 100644
--- a/editor/plugins/skeleton_3d_editor_plugin.cpp
+++ b/editor/plugins/skeleton_3d_editor_plugin.cpp
@@ -157,7 +157,7 @@ void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance)
if (split.size() == 3 && split[0] == "bones") {
int bone_idx = split[1].to_int();
if (split[2] == "position") {
- te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, skeleton->get(p_path));
+ te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, (Vector3)skeleton->get(p_path) / skeleton->get_motion_scale());
}
if (split[2] == "rotation") {
te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path));
@@ -319,7 +319,7 @@ void Skeleton3DEditor::insert_keys(const bool p_all_bones) {
}
if (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) {
- te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i));
+ te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i) / skeleton->get_motion_scale());
}
if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) {
te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i));