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Use the skeleton name for the main animation

This commit is contained in:
Chris Robinson 2012-07-20 11:09:05 -07:00
parent 2db80a1504
commit 4bc93ecd1a

View File

@ -226,7 +226,7 @@ void loadResource(Ogre::Resource *resource)
return;
}
Ogre::Animation *anim = skel->createAnimation("default", maxtime);
Ogre::Animation *anim = skel->createAnimation(skel->getName(), maxtime);
/* HACK: Pre-create the node tracks by matching the track IDs with the
* bone IDs. Otherwise, Ogre animates the wrong bones. */
size_t bonecount = skel->getNumBones();