diff --git a/Source/Editor/Windows/Assets/SkinnedModelWindow.cs b/Source/Editor/Windows/Assets/SkinnedModelWindow.cs index 671512584..066d49b4c 100644 --- a/Source/Editor/Windows/Assets/SkinnedModelWindow.cs +++ b/Source/Editor/Windows/Assets/SkinnedModelWindow.cs @@ -1060,8 +1060,13 @@ namespace FlaxEditor.Windows.Assets // Draw selected skeleton nodes foreach (var node in proxy.NodesTree.Selection) { - proxy.Window._preview.PreviewActor.GetNodeTransformation(node.Text, out var nodeTransformation, true); - DebugDraw.DrawWireSphere(new BoundingSphere(nodeTransformation.TranslationVector, 4.0f), Color.Red, 0.0f, false); + proxy.Window._preview.PreviewActor.GetNodeTransformation(node.Text, out var t, true); + DebugDraw.DrawWireSphere(new BoundingSphere(t.TranslationVector, 4.0f), Color.Red, 0.0f, false); + float tangentFrameSize = 0.05f * Utilities.Units.Meters2Units; + Vector3 arrowsOrigin = t.TranslationVector + 0.001f * Utilities.Units.Meters2Units; + DebugDraw.DrawLine(arrowsOrigin, arrowsOrigin + t.Forward * tangentFrameSize, CustomEditors.Editors.ActorTransformEditor.AxisColorX, 0.0f, false); + DebugDraw.DrawLine(arrowsOrigin, arrowsOrigin + t.Up * tangentFrameSize, CustomEditors.Editors.ActorTransformEditor.AxisColorY, 0.0f, false); + DebugDraw.DrawLine(arrowsOrigin, arrowsOrigin + t.Right * tangentFrameSize, CustomEditors.Editors.ActorTransformEditor.AxisColorZ, 0.0f, false); } } }