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	Setup base_anim.nif as an initial skeleton source for biped creatures
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					 1 changed files with 3 additions and 2 deletions
				
			
		|  | @ -23,9 +23,10 @@ CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr) | ||||||
|     assert (ref->mBase != NULL); |     assert (ref->mBase != NULL); | ||||||
|     if(!ref->mBase->mModel.empty()) |     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++) |         for(size_t i = 0;i < mEntityList.mEntities.size();i++) | ||||||
|         { |         { | ||||||
|             Ogre::Entity *ent = mEntityList.mEntities[i]; |             Ogre::Entity *ent = mEntityList.mEntities[i]; | ||||||
|  |  | ||||||
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