Open stephengold opened 3 years ago
Omitting the MyMesh.rotateTangentBuffer()
invocations in SelectedSpatial.applyTransform()
seems to solve this issue.
However, it reveals that the bone transforms in the animations need to be transformed as well. Leave this open for now.
Jaime is a particularly tricky case, because the rotation occurs between the SkeletonControl
and the Mesh
. Perhaps Maud should test for this condition and refuse to apply the transform.
At commit: 4cd137d5 To reproduce: 4, 1, Apply Expected: no change in model appearance Got: light brown zebra stripes on Jaime Hypothesis: incorrect rotation of tangents and/or normals