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; auto& nodes = parent->GraphInstance.NodesPose;
if (nodes.HasItems() && nodes.Count() > _index) Transform t;
{ if (nodes.IsValidIndex(_index))
Transform t; nodes.Get()[_index].Decompose(t);
nodes[_index].Decompose(t); else
if (!_useScale) t = parent->SkinnedModel->Skeleton.GetNodeTransform(_index);
t.Scale = _localTransform.Scale; if (!_useScale)
SetLocalTransform(t); t.Scale = _localTransform.Scale;
} SetLocalTransform(t);
} }
} }