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[MeshUtility] 非原点 SkinnedMeshRenderer まわりの修正 #2188
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Freeze のネーミングに対してどっちだろう?となりました。
@@ -9,6 +9,11 @@ namespace UniVRM10 | |||
{ | |||
public class Vrm10MeshUtility : UniGLTF.MeshUtility.GltfMeshUtility | |||
{ | |||
public Vrm10MeshUtility() | |||
{ | |||
FreezeRotation = true; |
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この場合の Freeze
ってどちらの操作を指すのでしょう?
自分の印象としては Freeze は Bake の同義語で「回転成分を正規化する」ように思えました。
実際は逆?
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Freeze = Bake であってます。
現状、FreezeRotation = false の実装が無いので、とりえあず。
FreezeRotation = false の場合、bake 後に回転を復旧する的な作業が必用で重い。
次以降のバージョンで実装します・・・
rotation | scale | |
---|---|---|
〇 | 〇 | vrm-0.xの正規化。できる |
〇 | TODO | |
〇 | 実装しない | |
何もしない |
bool 2つは変えようと思った。
#2119 (非原点 SkinnedMeshRenderer Weightあり・なし) の修正と、発見されたバグの修正