細かなミス修正、改良等
@@ -46,7 +46,7 @@ | ||
46 | 46 | /// <summary> |
47 | 47 | /// 保持しているデータの座標き |
48 | 48 | /// </summary> |
49 | - public CoordinateType Coordinate { get; protected set; } | |
49 | + public CoordinateType Coordinate { get; set; } | |
50 | 50 | //座標変換用ヘルパ関数 |
51 | 51 | float CoordZ { get { return (float)Coordinate; } } |
52 | 52 |
@@ -89,7 +89,7 @@ | ||
89 | 89 | int parentBone = bones[i].SkeletonHierarchy; |
90 | 90 | Matrix local; |
91 | 91 | bones[i].LocalTransform.CreateMatrix(out local); |
92 | - if (parentBone > bones.Count) | |
92 | + if (parentBone >= bones.Count) | |
93 | 93 | { |
94 | 94 | bones[i].GlobalTransform = local; |
95 | 95 | } |
@@ -50,6 +50,7 @@ | ||
50 | 50 | BoneFrames[i].Scales = Vector3.One; |
51 | 51 | BoneFrames[i].Location = new Vector3(input.Motions[i].Location[0], input.Motions[i].Location[1], input.Motions[i].Location[2]); |
52 | 52 | BoneFrames[i].Quatanion = new Quaternion(input.Motions[i].Quatanion[0], input.Motions[i].Quatanion[1], input.Motions[i].Quatanion[2], input.Motions[i].Quatanion[3]); |
53 | + BoneFrames[i].Quatanion.Normalize(); | |
53 | 54 | } |
54 | 55 | result.BoneFrames = MotionHelper.SplitBoneMotion(BoneFrames); |
55 | 56 | //表情モーションの変換 |