Changed the Mesh.isanimated to check for BindPose,BoneWeight, BoneIndex instead of just BindPose to avoid crashes in the skeleton control on old models.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10842 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -1304,7 +1304,8 @@ public class Mesh implements Savable, Cloneable {
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}
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public boolean isAnimated() {
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return getBuffer(Type.BindPosePosition) != null;
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//TODO this won't work once we have pose animations, we should find a better way to check for animation
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return getBuffer(Type.BindPosePosition) != null && getBuffer(Type.BoneIndex) != null && getBuffer(Type.BoneWeight) != null;
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}
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