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fixed bug
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parent
e9e8390bbc
commit
1cf59e8d67
@ -539,23 +539,20 @@ namespace AssetStudio
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for (int j = 0; j < boneList->Count; j++)
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{
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FbxCluster* pCluster = pClusterArray->GetAt(j);
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if (pCluster->GetControlPointIndicesCount() > 0)
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auto boneMatrix = boneList[j]->Matrix;
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FbxAMatrix lBoneMatrix;
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for (int m = 0; m < 4; m++)
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{
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auto boneMatrix = boneList[j]->Matrix;
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FbxAMatrix lBoneMatrix;
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for (int m = 0; m < 4; m++)
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for (int n = 0; n < 4; n++)
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{
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for (int n = 0; n < 4; n++)
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{
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lBoneMatrix.mData[m][n] = boneMatrix[m, n];
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}
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lBoneMatrix.mData[m][n] = boneMatrix[m, n];
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}
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pCluster->SetTransformMatrix(lMeshMatrix);
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pCluster->SetTransformLinkMatrix(lMeshMatrix * lBoneMatrix.Inverse());
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pSkin->AddCluster(pCluster);
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}
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pCluster->SetTransformMatrix(lMeshMatrix);
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pCluster->SetTransformLinkMatrix(lMeshMatrix * lBoneMatrix.Inverse());
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pSkin->AddCluster(pCluster);
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}
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if (pSkin->GetClusterCount() > 0)
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