Limb names in the skeleton viewer now use {i+1} {ogLimbHolderName} when possible, or default to limb_{i+1}
I also changed the indexing to start at 1, to match oot's skelanime callbacks.
This shines with #50
Screenshots:
![](https://421.es/doyu/271gxd)
With #50 :
![](https://421.es/doyu/271h5b)
Note: the UI is a bit cramped. I know UI is hard, but it would be awesome to let the user resize the components somehow
Implementation
This works by allowing to pass a callback which maps segmented offsets to limb names. the callback is defined in ObjectAnalyzerForm.cs
The callback is also stored just like anims is (for future updating), I think that's fine.
Limb names in the skeleton viewer now use
{i+1} {ogLimbHolderName}
when possible, or default tolimb_{i+1}
I also changed the indexing to start at 1, to match oot's skelanime callbacks.This shines with #50
Screenshots:
![](https://421.es/doyu/271gxd) With #50 : ![](https://421.es/doyu/271h5b)Note: the UI is a bit cramped. I know UI is hard, but it would be awesome to let the user resize the components somehow
Implementation
This works by allowing to pass a callback which maps segmented offsets to limb names. the callback is defined in
ObjectAnalyzerForm.cs
The callback is also stored just likeanims
is (for future updating), I think that's fine.