Closed onnoj closed 3 months ago
This was done by tricking DX/UE to render the mesh in local space (at origin, with no rotation) and then re-calculating the appropriate worldmatrix.
Meshes that are actively animating, however, are not (yet) stable, as each frame is interpolated.
This was done by tricking DX/UE to render the mesh in local space (at origin, with no rotation) and then re-calculating the appropriate worldmatrix.
Meshes that are actively animating, however, are not (yet) stable, as each frame is interpolated.