Fix Bone Socket transform when Animated Model pose is not yet evaluated
#2341
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@@ -45,14 +45,14 @@ void BoneSocket::UpdateTransformation()
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}
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}
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auto& nodes = parent->GraphInstance.NodesPose;
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auto& nodes = parent->GraphInstance.NodesPose;
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if (nodes.HasItems() && nodes.Count() > _index)
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Transform t;
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{
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if (nodes.IsValidIndex(_index))
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Transform t;
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nodes.Get()[_index].Decompose(t);
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nodes[_index].Decompose(t);
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else
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if (!_useScale)
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t = parent->SkinnedModel->Skeleton.GetNodeTransform(_index);
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t.Scale = _localTransform.Scale;
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if (!_useScale)
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SetLocalTransform(t);
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t.Scale = _localTransform.Scale;
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}
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SetLocalTransform(t);
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}
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}
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}
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}
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