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https://github.com/4sval/FModel.git
synced 2026-09-22 08:24:40 -05:00
fixed outliner messing up vertex normal scale
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Submodule CUE4Parse updated: 91741c40ca...f8e462f7f1
@@ -45,8 +45,8 @@ void main()
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}
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finalPos = vInstanceMatrix * finalPos;
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float scaleFactor = distance(vec3(finalPos), uViewPos) * 0.0025;
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vec4 nor = transpose(inverse(vInstanceMatrix)) * finalNormal * scaleFactor;
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float scaleFactor = distance(vec3(finalPos), uViewPos) * 0.0035;
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vec4 nor = transpose(inverse(vInstanceMatrix)) * normalize(finalNormal) * scaleFactor;
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finalPos.xyz += nor.xyz;
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gl_Position = uProjection * uView * finalPos;
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@@ -818,6 +818,7 @@ public class CUE4ParseViewModel : ViewModel
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}
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case UAnimSequence when isNone && ModelIsWaitingAnimation:
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case UAnimMontage when isNone && ModelIsWaitingAnimation:
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case UAnimComposite when isNone && ModelIsWaitingAnimation:
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{
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SnooperViewer.Renderer.Animate(export);
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SnooperViewer.Run();
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@@ -103,6 +103,9 @@ public class Renderer : IDisposable
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case UAnimMontage animMontage when animMontage.Skeleton.TryLoad(out USkeleton skeleton):
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model.Skeleton.SetAnimation(skeleton.ConvertAnims(animMontage), AnimateWithRotationOnly);
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break;
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case UAnimComposite animComposite when animComposite.Skeleton.TryLoad(out USkeleton skeleton):
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model.Skeleton.SetAnimation(skeleton.ConvertAnims(animComposite), AnimateWithRotationOnly);
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break;
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}
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Options.AnimateMesh(false);
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}
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