Added animation blending and offset animation component
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@@ -21,7 +21,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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Skeleton* skeleton = model->m_RawModel->m_Skeleton;
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const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["AnimationName"]);
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const Skeleton::Animation* animation = skeleton->GetAnimation(parent["Animation"]["AnimationName1"]);
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if (!animation) {
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return;
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@@ -34,9 +34,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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}
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glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time"], glm::mat4(1));
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glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
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glm::vec3 scale;
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glm::quat rotation;
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