remove unnecessary mesh.ApplyMatrix(m)

This commit is contained in:
ousttrue 2023-12-11 13:45:58 +09:00
parent 2be66df5aa
commit 6cbc331c46

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@ -176,14 +176,17 @@ namespace UniGLTF.MeshUtility
mesh.boneWeights = srcMesh.boneWeights;
//var m = src.localToWorldMatrix; // include scaling
var m = default(Matrix4x4);
m.SetTRS(Vector3.zero, src.transform.rotation, Vector3.one); // rotation only
mesh.ApplyMatrix(m);
//
// BlendShapes
//
#if true
var m = src.localToWorldMatrix; // include scaling
m.SetColumn(3, new Vector4(0, 0, 0, 1)); // no translation
#else
// scaling bake issue ?
var m = default(Matrix4x4);
m.SetTRS(Vector3.zero, src.transform.rotation, Vector3.one); // rotation only
#endif
CopyBlendShapes(src, srcMesh, mesh, m);
if (!hasBoneWeight)