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https://github.com/aelurum/AssetStudio.git
synced 2025-07-14 02:54:16 -04:00
Fixed some bugs
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@ -286,14 +286,9 @@ namespace AssetStudio
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Marshal::FreeHGlobal((IntPtr)pName);
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}
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Vector3 scale, translate;
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Quaternion rotate;
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frame->Matrix.Decompose(scale, rotate, translate);
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Vector3 rotateVector = Fbx::QuaternionToEuler(rotate);
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pFrameNode->LclScaling.Set(FbxVector4(scale.X, scale.Y, scale.Z));
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pFrameNode->LclRotation.Set(FbxVector4(FbxDouble3(rotateVector.X, rotateVector.Y, rotateVector.Z)));
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pFrameNode->LclTranslation.Set(FbxVector4(translate.X, translate.Y, translate.Z));
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pFrameNode->LclScaling.Set(FbxDouble3(frame->LocalScale[0], frame->LocalScale[1], frame->LocalScale[2]));
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pFrameNode->LclRotation.Set(FbxDouble3(frame->LocalRotation[0], frame->LocalRotation[1], frame->LocalRotation[2]));
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pFrameNode->LclTranslation.Set(FbxDouble3(frame->LocalPosition[0], frame->LocalPosition[1], frame->LocalPosition[2]));
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pParentNode->AddChild(pFrameNode);
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if (imported->MeshList != nullptr && ImportedHelpers::FindMesh(frame, imported->MeshList) != nullptr)
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@ -595,7 +590,7 @@ namespace AssetStudio
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if (pCluster->GetControlPointIndicesCount() > 0)
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{
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FbxNode* pBoneNode = pBoneNodeList->GetAt(j);
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Matrix boneMatrix = boneList[j]->Matrix;
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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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