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-rw-r--r--modules/gltf/gltf_document.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index 70df62de6a..7d4bd998f5 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -5991,12 +5991,11 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
ERR_CONTINUE(mesh.is_null());
ERR_CONTINUE(mesh->get_mesh().is_null());
ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null());
- const String prop = "blend_shapes/" + mesh->get_mesh()->get_blend_shape_name(i);
- const String blend_path = String(node_path) + ":" + prop;
+ const String blend_path = String(node_path) + ":" + String(mesh->get_mesh()->get_blend_shape_name(i));
const int track_idx = animation->get_track_count();
- animation->add_track(Animation::TYPE_VALUE);
+ animation->add_track(Animation::TYPE_BLEND_SHAPE);
animation->track_set_path(track_idx, blend_path);
// Only LINEAR and STEP (NEAREST) can be supported out of the box by Godot's Animation,
@@ -6007,7 +6006,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
const float t = track.weight_tracks[i].times[j];
const float attribs = track.weight_tracks[i].values[j];
- animation->track_insert_key(track_idx, t, attribs);
+ animation->blend_shape_track_insert_key(track_idx, t, attribs);
}
} else {
// CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies.
@@ -6015,7 +6014,8 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
double time = 0.0;
bool last = false;
while (true) {
- _interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
+ float blend = _interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
+ animation->blend_shape_track_insert_key(track_idx, time, blend);
if (last) {
break;
}
@@ -6459,7 +6459,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (!tracks.has(mesh_index)) {
for (int32_t shape_i = 0; shape_i < mesh->get_blend_shape_count(); shape_i++) {
String shape_name = mesh->get_blend_shape_name(shape_i);
- NodePath shape_path = String(path) + ":blend_shapes/" + shape_name;
+ NodePath shape_path = String(path) + ":" + shape_name;
int32_t shape_track_i = animation->find_track(shape_path);
if (shape_track_i == -1) {
GLTFAnimation::Channel<float> weight;