* ArmatureModifier now sets 0.0 weight if the vertex should not be influenced by any bones. This fixes "disappearing" object issues in animated models.

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9732 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
Sha..rd 12 years ago
parent 5635bc2ff1
commit a0d0b0922f
  1. 3
      engine/src/blender/com/jme3/scene/plugins/blender/modifiers/ArmatureModifier.java

@ -338,8 +338,9 @@ import com.jme3.util.BufferUtils;
} }
bonesGroups[0] = Math.max(bonesGroups[0], weightIndex); bonesGroups[0] = Math.max(bonesGroups[0], weightIndex);
} else { } else {
// 0.0 weight indicates, do not transform this vertex, but keep it in bind pose.
for (Integer index : vertexIndices) { for (Integer index : vertexIndices) {
weightsFloatData.put(index * MAXIMUM_WEIGHTS_PER_VERTEX, 1.0f); weightsFloatData.put(index * MAXIMUM_WEIGHTS_PER_VERTEX, 0.0f);
indicesData.put(index * MAXIMUM_WEIGHTS_PER_VERTEX, (byte) 0); indicesData.put(index * MAXIMUM_WEIGHTS_PER_VERTEX, (byte) 0);
} }
} }

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