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This fixes bone components not being imported if they aren't in the top level of the hierarchy. Note: The gltf bones aren't in the same order as the armature bones, this is by design. I considered using the bone order to map the gltf bones to the armature bones (potentially faster), but decided it would be too fragile, and mapping it would have potentially been slower anyway. I loop through the bones in the armature and access the gltf bones by name rather than the other way around because Blender's internal data structures are mostly based on linked lists, so looping over it is much more performant than doing lookups for each item.
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