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control joints now go on the part bundles
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parent
26b50ba6c9
commit
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@ -1026,12 +1026,15 @@ class Actor(DirectObject, NodePath):
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if joint == None:
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if joint == None:
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Actor.notify.warning("no joint named %s!" % (jointName))
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Actor.notify.warning("no joint named %s!" % (jointName))
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return None
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return None
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finalNode=node
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if node == None:
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if node == None:
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node = self.attachNewNode(jointName)
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node = NodePath(ModelNode(jointName))
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node.node().setPreserveTransform(ModelNode.PTLocal)
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node.reparentTo(partDef.partBundleNP)
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if joint.getType().isDerivedFrom(MovingPartMatrix.getClassType()):
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if joint.getType().isDerivedFrom(MovingPartMatrix.getClassType()):
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node.setMat(joint.getInitialValue())
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node.setMat(joint.getInitialValue())
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elif (lodName!="lodRoot"):
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node.instanceTo(partDef.partBundleNP)
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# Store a dictionary of jointName: node to list the controls
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# Store a dictionary of jointName: node to list the controls
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# requested for joints. The controls will actually be applied
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# requested for joints. The controls will actually be applied
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# later, when we load up the animations in bindAnim().
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# later, when we load up the animations in bindAnim().
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