From 4e756d61c89de718694da6470eb9c14e6af03b34 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Pedro=20J=2E=20Est=C3=A9banez?= Date: Fri, 6 Apr 2018 22:21:18 +0200 Subject: [PATCH] Fix skeleton import from glTF For some glTF files, the order of bones in the skeleton array wasn't matching the joints array in the meshes. Fixes #17808. (cherry picked from commit d8765dd103b806129ff762480fc919f6727ad7ad) --- editor/import/editor_scene_importer_gltf.cpp | 19 ++++++++++++------- 1 file changed, 12 insertions(+), 7 deletions(-) diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp index 321d29f2f6..af79f9946a 100644 --- a/editor/import/editor_scene_importer_gltf.cpp +++ b/editor/import/editor_scene_importer_gltf.cpp @@ -1732,14 +1732,19 @@ void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vecto for (int i = 0; i < n->joints.size(); i++) { ERR_FAIL_COND(n->joints[i].skin < 0); - int bone_index = skeletons[n->joints[i].skin]->get_bone_count(); - skeletons[n->joints[i].skin]->add_bone(n->name); - if (p_parent_bones.size()) { - skeletons[n->joints[i].skin]->set_bone_parent(bone_index, p_parent_bones[i]); - } - skeletons[n->joints[i].skin]->set_bone_rest(bone_index, state.skins[n->joints[i].skin].bones[n->joints[i].bone].inverse_bind.affine_inverse()); + int bone_index = n->joints[i].bone; - n->godot_nodes.push_back(skeletons[n->joints[i].skin]); + Skeleton *s = skeletons[n->joints[i].skin]; + while (s->get_bone_count() <= bone_index) { + s->add_bone("Bone " + itos(s->get_bone_count())); + } + + if (p_parent_bones.size()) { + s->set_bone_parent(bone_index, p_parent_bones[i]); + } + s->set_bone_rest(bone_index, state.skins[n->joints[i].skin].bones[n->joints[i].bone].inverse_bind.affine_inverse()); + + n->godot_nodes.push_back(s); n->joints[i].godot_bone_index = bone_index; parent_bones.push_back(bone_index); }