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Adding comment about bug as a reminder to fix.
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@ -1405,6 +1405,11 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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cluster.jointIndex = 0;
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}
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extracted.mesh.clusters.append(cluster);
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// BUG: joints that fall into this context do not get their bindTransform and
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// inverseBindRotation data members properly set. This causes bad boneRadius
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// and boneLength calculations for collision proxies. Affected joints are usually:
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// hair, teeth, tongue. I tried to figure out how to fix this but was going
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// crosseyed trying to understand FBX so I gave up for the time being -- Andrew.
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}
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// whether we're skinned depends on how many clusters are attached
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