|
@@ -5372,9 +5372,9 @@ static Model LoadM3D(const char *fileName)
|
|
{
|
|
{
|
|
model.bones[i].parent = m3d->bone[i].parent;
|
|
model.bones[i].parent = m3d->bone[i].parent;
|
|
strncpy(model.bones[i].name, m3d->bone[i].name, sizeof(model.bones[i].name));
|
|
strncpy(model.bones[i].name, m3d->bone[i].name, sizeof(model.bones[i].name));
|
|
- model.bindPose[i].translation.x = m3d->vertex[m3d->bone[i].pos].x;
|
|
|
|
- model.bindPose[i].translation.y = m3d->vertex[m3d->bone[i].pos].y;
|
|
|
|
- model.bindPose[i].translation.z = m3d->vertex[m3d->bone[i].pos].z;
|
|
|
|
|
|
+ model.bindPose[i].translation.x = m3d->vertex[m3d->bone[i].pos].x*m3d->scale;
|
|
|
|
+ model.bindPose[i].translation.y = m3d->vertex[m3d->bone[i].pos].y*m3d->scale;
|
|
|
|
+ model.bindPose[i].translation.z = m3d->vertex[m3d->bone[i].pos].z*m3d->scale;
|
|
model.bindPose[i].rotation.x = m3d->vertex[m3d->bone[i].ori].x;
|
|
model.bindPose[i].rotation.x = m3d->vertex[m3d->bone[i].ori].x;
|
|
model.bindPose[i].rotation.y = m3d->vertex[m3d->bone[i].ori].y;
|
|
model.bindPose[i].rotation.y = m3d->vertex[m3d->bone[i].ori].y;
|
|
model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z;
|
|
model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z;
|
|
@@ -5490,9 +5490,9 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
|
|
{
|
|
{
|
|
for (j = 0; j < m3d->numbone; j++)
|
|
for (j = 0; j < m3d->numbone; j++)
|
|
{
|
|
{
|
|
- animations[a].framePoses[i][j].translation.x = m3d->vertex[pose[j].pos].x;
|
|
|
|
- animations[a].framePoses[i][j].translation.y = m3d->vertex[pose[j].pos].y;
|
|
|
|
- animations[a].framePoses[i][j].translation.z = m3d->vertex[pose[j].pos].z;
|
|
|
|
|
|
+ animations[a].framePoses[i][j].translation.x = m3d->vertex[pose[j].pos].x*m3d->scale;
|
|
|
|
+ animations[a].framePoses[i][j].translation.y = m3d->vertex[pose[j].pos].y*m3d->scale;
|
|
|
|
+ animations[a].framePoses[i][j].translation.z = m3d->vertex[pose[j].pos].z*m3d->scale;
|
|
animations[a].framePoses[i][j].rotation.x = m3d->vertex[pose[j].ori].x;
|
|
animations[a].framePoses[i][j].rotation.x = m3d->vertex[pose[j].ori].x;
|
|
animations[a].framePoses[i][j].rotation.y = m3d->vertex[pose[j].ori].y;
|
|
animations[a].framePoses[i][j].rotation.y = m3d->vertex[pose[j].ori].y;
|
|
animations[a].framePoses[i][j].rotation.z = m3d->vertex[pose[j].ori].z;
|
|
animations[a].framePoses[i][j].rotation.z = m3d->vertex[pose[j].ori].z;
|