Stepping through the timeline.
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@@ -187,17 +187,29 @@ void Menu::GetMaterialData()
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void Menu::GetSkeletonData()
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{
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this->m_SkeletonHandler = new Skeleton();
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MTime startFrame = MAnimControl::animationStartTime();
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MTime endFrame = MAnimControl::animationEndTime();
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// Traverse scene and return vector with all materials
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std::vector<SkeletonNode>* AllMaterials = m_SkeletonHandler->DoIt();
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std::vector<std::vector<SkeletonNode>*> AllSkeletons;
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MGlobal::displayInfo(MString() + AllMaterials->size());
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for (int i = 0; i < AllMaterials->size(); i++)
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for (int i = startFrame.value(); i < endFrame.value();i++)
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{
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for (int j = 0; j < AllMaterials->at(i).Joints.size(); j++)
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MAnimControl::setCurrentTime(MTime(i, MTime::kNTSCField));
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// Traverse scene and return vector with all materials
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AllSkeletons.push_back(m_SkeletonHandler->DoIt());
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}
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MGlobal::displayInfo(MString() + AllSkeletons.size());
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for (int i = 0; i < AllSkeletons.size(); i++)
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{
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std::vector<SkeletonNode>*& thisSkeleton = AllSkeletons.at(i);
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for (int k = 0; k < thisSkeleton->size(); k++)
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{
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MGlobal::displayInfo(MString() + AllMaterials->at(i).Joints.at(j).Name.c_str());
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for (int j = 0; j < thisSkeleton->at(k).Joints.size(); j++)
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{
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MGlobal::displayInfo(MString() + thisSkeleton->at(k).Joints.at(j).Name.c_str());
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}
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}
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}
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}
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