@Override protected void controlUpdate(float tpf) { wasMeshUpdated = false; armature.update(); }
/** * Saves the current Armature state as its bind pose. * Note that the bind pose is supposed to be the one where the armature is aligned with the mesh to deform. * Saving this pose will affect how skinning works. */ public void saveBindPose() { //make sure all bones are updated update(); //Save the current pose as bind pose for (Joint joint : jointList) { joint.saveBindPose(); } }
/** * The method updates the geometry according to the positions of the bones. */ public void updateGeometry() { armature.update(); for (Joint joint : armature.getRoots()) { updateSkeletonGeoms(joint); } } }
skinnedSpatials.put(skinData, new ArrayList<Spatial>()); armature.update(); armature.saveInitialPose();
super(name); this.armature = armature; armature.update();