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Merge pull request #12297 from hyperlogic/bug-fix/hair-freakout
Fix avatars with extra joints during mirrored animations
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commit
453d0038d6
1 changed files with 5 additions and 1 deletions
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@ -192,7 +192,11 @@ void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints)
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_nonMirroredIndices.clear();
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_mirrorMap.reserve(_jointsSize);
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for (int i = 0; i < _jointsSize; i++) {
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if (_joints[i].name.endsWith("tEye")) {
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if (_joints[i].name != "Hips" && _joints[i].name != "Spine" &&
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_joints[i].name != "Spine1" && _joints[i].name != "Spine2" &&
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_joints[i].name != "Neck" && _joints[i].name != "Head" &&
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!((_joints[i].name.startsWith("Left") || _joints[i].name.startsWith("Right")) &&
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_joints[i].name != "LeftEye" && _joints[i].name != "RightEye")) {
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// HACK: we don't want to mirror some joints so we remember their indices
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// so we can restore them after a future mirror operation
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_nonMirroredIndices.push_back(i);
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