forked from teamnwah/openmw-tes3coop
Use the skeleton name for the main animation
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1 changed files with 1 additions and 1 deletions
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@ -226,7 +226,7 @@ void loadResource(Ogre::Resource *resource)
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return;
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}
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Ogre::Animation *anim = skel->createAnimation("default", maxtime);
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Ogre::Animation *anim = skel->createAnimation(skel->getName(), maxtime);
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/* HACK: Pre-create the node tracks by matching the track IDs with the
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* bone IDs. Otherwise, Ogre animates the wrong bones. */
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size_t bonecount = skel->getNumBones();
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