mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-21 20:13:06 +00:00
Merge branch 'master' of https://github.com/KillzXGaming/Switch-Toolbox
This commit is contained in:
commit
cb0b43fb41
4 changed files with 310 additions and 28 deletions
|
@ -993,8 +993,34 @@ namespace Bfres.Structs
|
|||
break;
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||||
}
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||||
UpdateVertexData();
|
||||
UpdateEditor();
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||||
}
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||||
}
|
||||
public void UpdateVertexSkinCount(int NewSkinCount)
|
||||
{
|
||||
Cursor.Current = Cursors.WaitCursor;
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// Convert to and from rigid skinning
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if ((VertexSkinCount == 1 && GetAreVerticiesRigidSkinned()) ||
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(NewSkinCount == 1 && !GetAreVerticiesRigidSkinned()))
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{
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ConvertSkinningMethod();
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}
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VertexSkinCount = (byte)NewSkinCount;
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ChangeBoneListCount(NewSkinCount);
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UpdateVertexAttributeBySkinCount(NewSkinCount);
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BoneIndices = GetIndices(GetParentModel().Skeleton);
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|
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OptmizeAttributeFormats();
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SaveShape(IsWiiU);
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SaveVertexBuffer(IsWiiU);
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Cursor.Current = Cursors.Default;
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UpdateVertexData();
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UpdateEditor();
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}
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public void CreateIndexList(STGenericObject ob, FMDL mdl = null, bool ForceSkinLimt = false, int LimitAmount = 4)
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{
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BoneIndices = new List<ushort>();
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|
@ -1182,7 +1208,164 @@ namespace Bfres.Structs
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}
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}
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}
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public void ChangeBoneListCount(int NewSkinCount)
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{
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foreach (Vertex v in vertices)
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{
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for (int i = 0; i < NewSkinCount; i++)
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{
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if (v.boneIds.Count < VertexSkinCount)
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{
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v.boneIds.Add(0);
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if (v.boneWeights.Count > 0)
|
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{
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v.boneWeights.Add(0);
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}
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}
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else if (v.boneIds.Count > VertexSkinCount)
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{
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v.boneIds.RemoveAt(v.boneIds.Count - 1);
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|
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if (v.boneWeights.Count > 0)
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{
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v.boneWeights.RemoveAt(v.boneIds.Count - 1);
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}
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}
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}
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}
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}
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public void UpdateVertexAttributeBySkinCount(int NewSkinCount)
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{
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int attCount = (int)Math.Ceiling(NewSkinCount / 4.0);
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int existingAttCount = vertexAttributes.FindAll(att => att.Name.Contains("_w")).Count;
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|
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// Get first existing _w and _i
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VertexAttribute wFirstAtt = vertexAttributes.Find(att => att.Name == "_w0");
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VertexAttribute iFirstAtt = vertexAttributes.Find(att => att.Name == "_i0");
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|
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// No existing weight attribute groups
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if (wFirstAtt == null || iFirstAtt == null)
|
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{
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return;
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}
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|
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// Add missing attributes
|
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for (int i = 0; i < attCount; i++)
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{
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VertexAttribute wAtt = vertexAttributes.Find(att => att.Name == "_w" + i.ToString());
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VertexAttribute iAtt = vertexAttributes.Find(att => att.Name == "_i" + i.ToString());
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|
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if (wAtt == null)
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{
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VertexAttribute newAtt = new FSHP.VertexAttribute();
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newAtt.Name = "_w" + i.ToString();
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newAtt.Format = wFirstAtt.Format;
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vertexAttributes.Add(newAtt);
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}
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|
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if (iAtt == null)
|
||||
{
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VertexAttribute newAtt = new FSHP.VertexAttribute();
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newAtt.Name = "_i" + i.ToString();
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newAtt.Format = iFirstAtt.Format;
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vertexAttributes.Add(newAtt);
|
||||
}
|
||||
}
|
||||
|
||||
// Remove extra attributes
|
||||
for (int i = existingAttCount - 1; i >= 0; i--)
|
||||
{
|
||||
if (i < attCount)
|
||||
{
|
||||
continue;
|
||||
}
|
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vertexAttributes.RemoveAll(att => att.Name == "_w" + i.ToString());
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vertexAttributes.RemoveAll(att => att.Name == "_i" + i.ToString());
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}
|
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}
|
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public void ConvertSkinningMethod()
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{
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bool isConvertToSmooth = GetAreVerticiesRigidSkinned();
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|
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// Get Model
|
||||
FMDL mdl = (FMDL)Parent.Parent;
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||||
if (mdl == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (Vertex v in vertices)
|
||||
{
|
||||
for (int i = 0; i < v.boneIds.Count; i++)
|
||||
{
|
||||
// Convert to smooth skinning
|
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if (isConvertToSmooth)
|
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{
|
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STBone rigidBone = mdl.Skeleton.bones.Find(bone => bone.RigidMatrixIndex == v.boneIds[i]);
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if (rigidBone == null || rigidBone.SmoothMatrixIndex == -1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var smoothBoneIndex = Array.FindIndex(mdl.Skeleton.Node_Array, boneIndex =>
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mdl.Skeleton.bones[boneIndex].Text == rigidBone.Text);
|
||||
if (smoothBoneIndex == -1)
|
||||
{
|
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throw new Exception("Convert To Smooth: Smooth Bone index not found for vertex" + i.ToString());
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}
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v.boneIds[i] = smoothBoneIndex;
|
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}
|
||||
else // Convert to rigid skinning
|
||||
{
|
||||
STBone smoothBone = mdl.Skeleton.bones[mdl.Skeleton.Node_Array[v.boneIds[i]]];
|
||||
if (smoothBone == null || smoothBone.RigidMatrixIndex == -1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
v.boneIds[i] = smoothBone.RigidMatrixIndex;
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||||
}
|
||||
}
|
||||
}
|
||||
}
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public bool GetAreVerticiesRigidSkinned()
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{
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FMDL mdl = (FMDL)Parent.Parent;
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if (mdl == null)
|
||||
{
|
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return false;
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}
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||||
|
||||
foreach (Vertex v in vertices)
|
||||
{
|
||||
for (int i = 0; i < v.boneIds.Count; i++)
|
||||
{
|
||||
STBone foundBone = mdl.Skeleton.bones.Find(x => x.RigidMatrixIndex == v.boneIds[i]);
|
||||
if (foundBone != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
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||||
}
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public int GetLowestPossibleVertexSkinCount()
|
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{
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int lowestSkinCount = 0;
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|
||||
// Find any weights and get the lowest possibe weight value
|
||||
foreach (var v in vertices)
|
||||
{
|
||||
int maxWeightCount = v.boneWeights.FindLastIndex(w => w > 0) + 1;
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||||
if (lowestSkinCount < maxWeightCount)
|
||||
{
|
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lowestSkinCount = maxWeightCount;
|
||||
}
|
||||
}
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return lowestSkinCount;
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}
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public void CreateNewBoundingBoxes(FMDL model)
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{
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boundingBoxes.Clear();
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|
@ -1729,41 +1912,53 @@ namespace Bfres.Structs
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|||
{
|
||||
case ResGFX.AttribFormat.Format_32_32_32_32_Single:
|
||||
case ResGFX.AttribFormat.Format_32_32_32_Single:
|
||||
case ResGFX.AttribFormat.Format_32_Single:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_32_32_Single;
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||||
break;
|
||||
case ResGFX.AttribFormat.Format_32_32_32_32_SInt:
|
||||
case ResGFX.AttribFormat.Format_32_32_32_SInt:
|
||||
case ResGFX.AttribFormat.Format_32_SInt:
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attribute.Format = ResGFX.AttribFormat.Format_32_32_SInt;
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||||
break;
|
||||
case ResGFX.AttribFormat.Format_32_32_32_32_UInt:
|
||||
case ResGFX.AttribFormat.Format_32_32_32_UInt:
|
||||
case ResGFX.AttribFormat.Format_32_UInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_32_32_UInt;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_16_16_16_16_Single:
|
||||
case ResGFX.AttribFormat.Format_16_Single:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_16_16_Single;
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||||
break;
|
||||
case ResGFX.AttribFormat.Format_16_16_16_16_SInt:
|
||||
case ResGFX.AttribFormat.Format_16_SInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_16_16_SInt;
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||||
break;
|
||||
case ResGFX.AttribFormat.Format_16_16_16_16_UInt:
|
||||
case ResGFX.AttribFormat.Format_16_UInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_16_16_UInt;
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||||
break;
|
||||
case ResGFX.AttribFormat.Format_8_8_8_8_UInt:
|
||||
case ResGFX.AttribFormat.Format_8_UInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_UInt;
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||||
break;
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||||
case ResGFX.AttribFormat.Format_8_8_8_8_SInt:
|
||||
case ResGFX.AttribFormat.Format_8_SInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_SInt;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_8_8_8_8_SNorm:
|
||||
case ResGFX.AttribFormat.Format_8_SNorm:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_SNorm;
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||||
break;
|
||||
case ResGFX.AttribFormat.Format_8_8_8_8_UNorm:
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||||
case ResGFX.AttribFormat.Format_8_UNorm:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_UNorm;
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||||
break;
|
||||
case ResGFX.AttribFormat.Format_8_8_8_8_SIntToSingle:
|
||||
case ResGFX.AttribFormat.Format_8_SIntToSingle:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_SIntToSingle;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_8_8_8_8_UIntToSingle:
|
||||
case ResGFX.AttribFormat.Format_8_UIntToSingle:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_UIntToSingle;
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||||
break;
|
||||
}
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||||
|
@ -1773,16 +1968,79 @@ namespace Bfres.Structs
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|||
switch (attribute.Format)
|
||||
{
|
||||
case ResGFX.AttribFormat.Format_32_32_32_32_Single:
|
||||
case ResGFX.AttribFormat.Format_32_32_Single:
|
||||
case ResGFX.AttribFormat.Format_32_Single:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_32_32_32_Single;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_32_32_32_32_SInt:
|
||||
case ResGFX.AttribFormat.Format_32_32_SInt:
|
||||
case ResGFX.AttribFormat.Format_32_SInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_32_32_32_SInt;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_32_32_32_32_UInt:
|
||||
case ResGFX.AttribFormat.Format_32_32_UInt:
|
||||
case ResGFX.AttribFormat.Format_32_UInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_32_32_32_UInt;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (VertexSkinCount >= 4)
|
||||
{
|
||||
switch (attribute.Format)
|
||||
{
|
||||
case ResGFX.AttribFormat.Format_32_32_32_32_Single:
|
||||
case ResGFX.AttribFormat.Format_32_32_Single:
|
||||
case ResGFX.AttribFormat.Format_32_Single:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_32_32_32_32_Single;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_32_32_32_SInt:
|
||||
case ResGFX.AttribFormat.Format_32_32_SInt:
|
||||
case ResGFX.AttribFormat.Format_32_SInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_32_32_32_32_SInt;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_32_32_32_UInt:
|
||||
case ResGFX.AttribFormat.Format_32_32_UInt:
|
||||
case ResGFX.AttribFormat.Format_32_UInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_32_32_32_32_UInt;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_16_16_Single:
|
||||
case ResGFX.AttribFormat.Format_16_Single:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_16_16_16_16_Single;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_16_16_SInt:
|
||||
case ResGFX.AttribFormat.Format_16_SInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_16_16_16_16_SInt;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_16_16_UInt:
|
||||
case ResGFX.AttribFormat.Format_16_UInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_16_16_16_16_UInt;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_8_8_UInt:
|
||||
case ResGFX.AttribFormat.Format_8_UInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_8_8_UInt;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_8_8_SInt:
|
||||
case ResGFX.AttribFormat.Format_8_SInt:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_8_8_SInt;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_8_8_SNorm:
|
||||
case ResGFX.AttribFormat.Format_8_SNorm:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_8_8_SNorm;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_8_8_UNorm:
|
||||
case ResGFX.AttribFormat.Format_8_UNorm:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_8_8_UNorm;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_8_8_SIntToSingle:
|
||||
case ResGFX.AttribFormat.Format_8_SIntToSingle:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_8_8_SIntToSingle;
|
||||
break;
|
||||
case ResGFX.AttribFormat.Format_8_8_UIntToSingle:
|
||||
case ResGFX.AttribFormat.Format_8_UIntToSingle:
|
||||
attribute.Format = ResGFX.AttribFormat.Format_8_8_8_8_UIntToSingle;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateVertices()
|
||||
|
@ -1806,6 +2064,8 @@ namespace Bfres.Structs
|
|||
boneInd.Add(new List<Syroot.Maths.Vector4F>());
|
||||
}
|
||||
|
||||
int TargetVertexSkinCount = Math.Max(4, (int)VertexSkinCount);
|
||||
|
||||
foreach (Vertex vtx in vertices)
|
||||
{
|
||||
if (VertexSkinCount == 0 || VertexSkinCount == 1)
|
||||
|
@ -1828,8 +2088,8 @@ namespace Bfres.Structs
|
|||
colors.Add(new Syroot.Maths.Vector4F(vtx.col.X, vtx.col.Y, vtx.col.Z, vtx.col.W));
|
||||
|
||||
// Init arrays based on skincount
|
||||
float[] weightsA = new float[Math.Max(4, (int)VertexSkinCount)];
|
||||
int[] indicesA = new int[Math.Max(4, (int)VertexSkinCount)];
|
||||
float[] weightsA = new float[TargetVertexSkinCount];
|
||||
int[] indicesA = new int[TargetVertexSkinCount];
|
||||
|
||||
// Cache bone weights
|
||||
for (int i = 0; i < VertexSkinCount; i++)
|
||||
|
@ -1845,8 +2105,9 @@ namespace Bfres.Structs
|
|||
//Produce identical results for the weight output as BFRES_Vertex.py
|
||||
//This should prevent encoding back and exploding
|
||||
int MaxWeight = 255;
|
||||
for (int i = 0; i < Math.Max(4, (int)VertexSkinCount); i++)
|
||||
for (int i = 0; i < TargetVertexSkinCount; i++)
|
||||
{
|
||||
// If vertex has no weight for current skin count set an empty value
|
||||
if (VertexSkinCount < i + 1 || vtx.boneWeights.Count < i + 1)
|
||||
{
|
||||
weightsA[i] = 0;
|
||||
|
@ -1881,19 +2142,21 @@ namespace Bfres.Structs
|
|||
|
||||
Syroot.Maths.Vector4F vWeight4 = new Syroot.Maths.Vector4F();
|
||||
Syroot.Maths.Vector4F vBoneInd4 = new Syroot.Maths.Vector4F();
|
||||
for (int i = 0; i < Math.Max(4, (int)VertexSkinCount); i++)
|
||||
for (int i = 0; i < TargetVertexSkinCount; i++)
|
||||
{
|
||||
vWeight4[v4Index] = weightsA[i];
|
||||
vBoneInd4[v4Index] = indicesA[i];
|
||||
|
||||
// Save a v4 set each time v4Index hits 3 (.w)
|
||||
if (v4Index == 3)
|
||||
// Save a v4 set each time v4Index hits 3 (.w) or its the last index
|
||||
if (v4Index == 3 || i == TargetVertexSkinCount - 1)
|
||||
{
|
||||
if (weights.Count > v4ListIndex)
|
||||
weights[v4ListIndex].Add(vWeight4);
|
||||
if (boneInd.Count > v4ListIndex)
|
||||
boneInd[v4ListIndex].Add(vBoneInd4);
|
||||
|
||||
vWeight4 = new Syroot.Maths.Vector4F();
|
||||
vBoneInd4 = new Syroot.Maths.Vector4F();
|
||||
v4ListIndex++;
|
||||
v4Index = 0;
|
||||
continue;
|
||||
|
|
|
@ -186,24 +186,14 @@
|
|||
// shapeVertexSkinCountUD
|
||||
//
|
||||
this.shapeVertexSkinCountUD.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
|
||||
this.shapeVertexSkinCountUD.Increment = new decimal(new int[] {
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0});
|
||||
this.shapeVertexSkinCountUD.Increment = 1;
|
||||
this.shapeVertexSkinCountUD.Value = 0;
|
||||
this.shapeVertexSkinCountUD.Location = new System.Drawing.Point(83, 59);
|
||||
this.shapeVertexSkinCountUD.Maximum = new decimal(new int[] {
|
||||
255,
|
||||
0,
|
||||
0,
|
||||
0});
|
||||
this.shapeVertexSkinCountUD.Minimum = new decimal(new int[] {
|
||||
-2147483648,
|
||||
0,
|
||||
0,
|
||||
-2147483648});
|
||||
this.shapeVertexSkinCountUD.Maximum = 16;
|
||||
this.shapeVertexSkinCountUD.Minimum = -2147483648;
|
||||
this.shapeVertexSkinCountUD.ValueChanged += SkinCountUD_ValueChanged;
|
||||
this.shapeVertexSkinCountUD.Name = "shapeVertexSkinCountUD";
|
||||
this.shapeVertexSkinCountUD.ReadOnly = true;
|
||||
this.shapeVertexSkinCountUD.ReadOnly = false;
|
||||
this.shapeVertexSkinCountUD.Size = new System.Drawing.Size(121, 20);
|
||||
this.shapeVertexSkinCountUD.TabIndex = 39;
|
||||
//
|
||||
|
|
|
@ -42,7 +42,22 @@ namespace FirstPlugin
|
|||
|
||||
activeShape = fshp;
|
||||
|
||||
shapeVertexSkinCountUD.Value = (decimal)fshp.VertexSkinCount;
|
||||
// Disable skin count adjustment if no skinning
|
||||
shapeVertexSkinCountUD.ReadOnly = fshp.VertexSkinCount == 0;
|
||||
|
||||
// Setup skin count adjustment
|
||||
int lowestVertexSkinCount = fshp.GetLowestPossibleVertexSkinCount();
|
||||
if (shapeVertexSkinCountUD.Minimum > lowestVertexSkinCount &&
|
||||
shapeVertexSkinCountUD.Value > lowestVertexSkinCount)
|
||||
{
|
||||
shapeVertexSkinCountUD.Minimum = lowestVertexSkinCount;
|
||||
shapeVertexSkinCountUD.Value = fshp.VertexSkinCount;
|
||||
}
|
||||
else
|
||||
{
|
||||
shapeVertexSkinCountUD.Value = fshp.VertexSkinCount;
|
||||
shapeVertexSkinCountUD.Minimum = lowestVertexSkinCount;
|
||||
}
|
||||
|
||||
FMDL fmdl = fshp.GetParentModel();
|
||||
|
||||
|
@ -67,14 +82,12 @@ namespace FirstPlugin
|
|||
|
||||
if (fshp.VertexBufferU != null)
|
||||
{
|
||||
vertexBufferSkinCountUD.Maximum = (decimal)fshp.VertexBufferU.VertexSkinCount;
|
||||
vertexBufferSkinCountUD.Value = (decimal)fshp.VertexBufferU.VertexSkinCount;
|
||||
vertexBufferSkinCountUD.Value = fshp.VertexBufferU.VertexSkinCount;
|
||||
vertexBufferList1.LoadVertexBuffers(fshp, fshp.VertexBufferU);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertexBufferSkinCountUD.Maximum = (decimal)fshp.VertexBuffer.VertexSkinCount;
|
||||
vertexBufferSkinCountUD.Value = (decimal)fshp.VertexBuffer.VertexSkinCount;
|
||||
vertexBufferSkinCountUD.Value = fshp.VertexBuffer.VertexSkinCount;
|
||||
vertexBufferList1.LoadVertexBuffers(fshp, fshp.VertexBuffer);
|
||||
}
|
||||
|
||||
|
@ -292,5 +305,21 @@ namespace FirstPlugin
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SkinCountUD_ValueChanged(object sender, System.EventArgs e)
|
||||
{
|
||||
if (!(sender is NumericUpDownInt valueSelector))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Skip if already the same or 0
|
||||
if (activeShape.VertexSkinCount == valueSelector.Value || valueSelector.Value == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
activeShape.UpdateVertexSkinCount((int)valueSelector.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -347,7 +347,7 @@ namespace Toolbox.Library.Animations
|
|||
|
||||
file.WriteLine("skeleton");
|
||||
anim.SetFrame(0);
|
||||
for (int i = 0; i <= anim.FrameCount; i++)
|
||||
for (int i = 0; i < anim.FrameCount; i++)
|
||||
{
|
||||
anim.NextFrame(Skeleton, false, true);
|
||||
|
||||
|
|
Loading…
Reference in a new issue