Fix Bone Socket transform when Animated Model pose is not yet evaluated

#2341
This commit is contained in:
Wojtek Figat
2024-03-20 17:41:25 +01:00
parent 8f63f686c4
commit a3c088bb05

View File

@@ -45,14 +45,14 @@ void BoneSocket::UpdateTransformation()
}
auto& nodes = parent->GraphInstance.NodesPose;
if (nodes.HasItems() && nodes.Count() > _index)
{
Transform t;
nodes[_index].Decompose(t);
if (!_useScale)
t.Scale = _localTransform.Scale;
SetLocalTransform(t);
}
Transform t;
if (nodes.IsValidIndex(_index))
nodes.Get()[_index].Decompose(t);
else
t = parent->SkinnedModel->Skeleton.GetNodeTransform(_index);
if (!_useScale)
t.Scale = _localTransform.Scale;
SetLocalTransform(t);
}
}