Fixing a bug with cloning SkeletonControl for Spatial. The anim control will always be added if the object has an armature, even if it has no animations.

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8950 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
Kae..pl 13 years ago
parent 4c3b866e85
commit e4c4380ab5
  1. 5
      engine/src/blender/com/jme3/scene/plugins/blender/modifiers/ArmatureModifier.java

@ -186,6 +186,7 @@ import com.jme3.util.BufferUtils;
} }
// applying animations // applying animations
AnimControl control = new AnimControl(animData.skeleton);
ArrayList<Animation> animList = animData.anims; ArrayList<Animation> animList = animData.anims;
if (animList != null && animList.size() > 0) { if (animList != null && animList.size() > 0) {
HashMap<String, Animation> anims = new HashMap<String, Animation>(animList.size()); HashMap<String, Animation> anims = new HashMap<String, Animation>(animList.size());
@ -193,11 +194,9 @@ import com.jme3.util.BufferUtils;
Animation animation = animList.get(i); Animation animation = animList.get(i);
anims.put(animation.getName(), animation); anims.put(animation.getName(), animation);
} }
AnimControl control = new AnimControl(animData.skeleton);
control.setAnimations(anims); control.setAnimations(anims);
node.addControl(control);
} }
node.addControl(control);
node.addControl(new SkeletonControl(animData.skeleton)); node.addControl(new SkeletonControl(animData.skeleton));
return node; return node;

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