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add position track normalization & post process key value for retarget
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@@ -157,7 +157,7 @@ void BoneTransformEditor::_property_keyed(const String &p_path, bool p_advance)
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if (split.size() == 3 && split[0] == "bones") {
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int bone_idx = split[1].to_int();
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if (split[2] == "position") {
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te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, skeleton->get(p_path));
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te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_POSITION_3D, (Vector3)skeleton->get(p_path) / skeleton->get_motion_scale());
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}
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if (split[2] == "rotation") {
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te->insert_transform_key(skeleton, skeleton->get_bone_name(bone_idx), Animation::TYPE_ROTATION_3D, skeleton->get(p_path));
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@@ -319,7 +319,7 @@ void Skeleton3DEditor::insert_keys(const bool p_all_bones) {
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}
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if (pos_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_POSITION_3D))) {
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te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i));
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te->insert_transform_key(skeleton, name, Animation::TYPE_POSITION_3D, skeleton->get_bone_pose_position(i) / skeleton->get_motion_scale());
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}
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if (rot_enabled && (p_all_bones || te->has_track(skeleton, name, Animation::TYPE_ROTATION_3D))) {
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te->insert_transform_key(skeleton, name, Animation::TYPE_ROTATION_3D, skeleton->get_bone_pose_rotation(i));
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