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@@ -218,7 +218,7 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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boneTransform.setRow(3, Point4F(mMeshData->mBones[b]->mOffsetMatrix.d1, mMeshData->mBones[b]->mOffsetMatrix.d2, mMeshData->mBones[b]->mOffsetMatrix.d3, mMeshData->mBones[b]->mOffsetMatrix.d4));
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//boneTransform.inverse();
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- //AssimpAppNode::convertMat(boneTransform); // Will need a better animated reference shape to determine if this is needed.
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+ //AssimpAppNode::convertMat(boneTransform);
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//boneTransform.inverse();
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initialTransforms.push_back(boneTransform);
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@@ -231,7 +231,7 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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for (U32 w = 0; w < numWeights; ++w)
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{
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- aiVertexWeight* aiWeight = mMeshData->mBones[b]->mWeights;
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+ aiVertexWeight* aiWeight = &mMeshData->mBones[b]->mWeights[w];
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weight[w] = aiWeight->mWeight;
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vertexIndex[w] = aiWeight->mVertexId;
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