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