Don't update nodes with an empty name from the skeleton source (Fixes #2125)

report
scrawl 10 years ago
parent a1226501fa
commit ed686ddd2f

@ -574,7 +574,8 @@ float Animation::getVelocity(const std::string &groupname) const
static void updateBoneTree(const Ogre::SkeletonInstance *skelsrc, Ogre::Bone *bone)
{
if(skelsrc->hasBone(bone->getName()))
if(bone->getName() != " " // really should be != "", but see workaround in skeleton.cpp for empty node names
&& skelsrc->hasBone(bone->getName()))
{
Ogre::Bone *srcbone = skelsrc->getBone(bone->getName());
if(!srcbone->getParent() || !bone->getParent())

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