diff options
-rw-r--r-- | modules/gltf/gltf_document.cpp | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index b243ba933d..c6a64e5fa5 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -543,6 +543,7 @@ String GLTFDocument::_gen_unique_bone_name(Ref<GLTFState> p_state, const GLTFSke } Error GLTFDocument::_parse_scenes(Ref<GLTFState> p_state) { + p_state->unique_names.insert("Skeleton3D"); // Reserve skeleton name. ERR_FAIL_COND_V(!p_state->json.has("scenes"), ERR_FILE_CORRUPT); const Array &scenes = p_state->json["scenes"]; int loaded_scene = 0; @@ -4471,7 +4472,7 @@ Error GLTFDocument::_create_skeletons(Ref<GLTFState> p_state) { p_state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skel_i; // Make a unique name, no gltf node represents this skeleton - skeleton->set_name(_gen_unique_name(p_state, "Skeleton3D")); + skeleton->set_name("Skeleton3D"); List<GLTFNodeIndex> bones; @@ -5603,7 +5604,7 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, Node *scene_pare bone_attachment->set_owner(scene_root); // There is no gltf_node that represent this, so just directly create a unique name - bone_attachment->set_name(_gen_unique_name(p_state, "BoneAttachment3D")); + bone_attachment->set_name(gltf_node->get_name()); // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node // and attach it to the bone_attachment @@ -5694,7 +5695,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_ bone_attachment->set_owner(p_scene_root); // There is no gltf_node that represent this, so just directly create a unique name - bone_attachment->set_name(_gen_unique_name(p_state, "BoneAttachment3D")); + bone_attachment->set_name(gltf_node->get_name()); // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node // and attach it to the bone_attachment |