Setup base_anim.nif as an initial skeleton source for biped creatures

actorid
Chris Robinson 12 years ago
parent 054ef3113a
commit c839502743

@ -23,9 +23,10 @@ CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr)
assert (ref->mBase != NULL);
if(!ref->mBase->mModel.empty())
{
std::string mesh = "meshes\\" + ref->mBase->mModel;
if((ref->mBase->mFlags&ESM::Creature::Biped))
insertSkeletonSource("meshes\\base_anim.nif");
createEntityList(mPtr.getRefData().getBaseNode(), mesh);
createEntityList(mPtr.getRefData().getBaseNode(), "meshes\\"+ref->mBase->mModel);
for(size_t i = 0;i < mEntityList.mEntities.size();i++)
{
Ogre::Entity *ent = mEntityList.mEntities[i];

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