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11 changes: 8 additions & 3 deletions indra/llprimitive/lldaeloader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1266,6 +1266,8 @@ void LLDAELoader::processDomModel(LLModel* model, DAE* dae, daeElement* root, do
skin_info.mBindShapeMatrix = trans;
}

// Build the joint to node mapping array and update joint aliases (mJointMap)
buildJointToNodeMappingFromScene(root);

//Some collada setup for accessing the skeleton
U32 skeleton_count = dae->getDatabase()->getElementCount( NULL, "skeleton" );
Expand Down Expand Up @@ -1491,8 +1493,7 @@ void LLDAELoader::processDomModel(LLModel* model, DAE* dae, daeElement* root, do
//Now that we've parsed the joint array, let's determine if we have a full rig
//(which means we have all the joint sthat are required for an avatar versus
//a skinned asset attached to a node in a file that contains an entire skeleton,
//but does not use the skeleton).
buildJointToNodeMappingFromScene( root );
//but does not use the skeleton).
critiqueRigForUploadApplicability( model->mSkinInfo.mJointNames );

if ( !missingSkeletonOrScene )
Expand Down Expand Up @@ -1728,7 +1729,11 @@ void LLDAELoader::processJointToNodeMapping( domNode* pNode )
std::string nodeName = pNode->getName();
if (!nodeName.empty())
{
mJointsFromNode.push_front(pNode->getName());
mJointsFromNode.push_front(nodeName);
// Alias joint node SIDs to joint names for compatibility
std::string nodeSID = pNode->getSid();
if(!nodeSID.empty())
mJointMap[nodeSID] = mJointMap[nodeName];
}
//2. Handle the kiddo's
processChildJoints(pNode);
Expand Down