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@@ -5802,10 +5802,14 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIn
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// If none of our GLTFDocumentExtension classes generated us a node, we generate one.
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// If none of our GLTFDocumentExtension classes generated us a node, we generate one.
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if (!current_node) {
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if (!current_node) {
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if (gltf_node->skin >= 0 && gltf_node->mesh >= 0 && !gltf_node->children.is_empty()) {
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if (gltf_node->skin >= 0 && gltf_node->mesh >= 0 && !gltf_node->children.is_empty()) {
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+ // GLTF specifies that skinned meshes should ignore their node transforms,
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+ // only being controlled by the skeleton, so Godot will reparent a skinned
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+ // mesh to its skeleton. However, we still need to ensure any child nodes
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+ // keep their place in the tree, so if there are any child nodes, the skinned
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+ // mesh must not be the base node, so generate an empty spatial base.
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current_node = _generate_spatial(p_state, p_node_index);
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current_node = _generate_spatial(p_state, p_node_index);
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Node3D *mesh_inst = _generate_mesh_instance(p_state, p_node_index);
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Node3D *mesh_inst = _generate_mesh_instance(p_state, p_node_index);
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mesh_inst->set_name(gltf_node->get_name());
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mesh_inst->set_name(gltf_node->get_name());
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-
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current_node->add_child(mesh_inst, true);
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current_node->add_child(mesh_inst, true);
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} else if (gltf_node->mesh >= 0) {
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} else if (gltf_node->mesh >= 0) {
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current_node = _generate_mesh_instance(p_state, p_node_index);
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current_node = _generate_mesh_instance(p_state, p_node_index);
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