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authorNathan Letwory <nathan@letworyinteractive.com>2011-06-20 16:43:10 +0400
committerNathan Letwory <nathan@letworyinteractive.com>2011-06-20 16:43:10 +0400
commitd27863733710ab23749b21755be245bc7a303f12 (patch)
tree267f7098f2edc0a5df09c5383c278d4fca42593d /source/blender/collada/ArmatureImporter.cpp
parent81f5679ff50fde4085b92cb39f98efd8354fc5ef (diff)
Fix [#26912] [Collada] Screw up with names/ids on import
Reported by Valeriy Firsov Use the node name if it exists, fall back to id otherwise.
Diffstat (limited to 'source/blender/collada/ArmatureImporter.cpp')
-rw-r--r--source/blender/collada/ArmatureImporter.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp
index 8987e4ffaf7..8b8e89fd4f5 100644
--- a/source/blender/collada/ArmatureImporter.cpp
+++ b/source/blender/collada/ArmatureImporter.cpp
@@ -42,12 +42,12 @@
#include "ArmatureImporter.h"
-// use this for retrieving bone names, since these must be unique
+// use node name, or fall back to original id if not present (name is optional)
template<class T>
static const char *bc_get_joint_name(T *node)
{
- const std::string& id = node->getOriginalId();
- return id.size() ? id.c_str() : node->getName().c_str();
+ const std::string& id = node->getName();
+ return id.size() ? id.c_str() : node->getOriginalId().c_str();
}
ArmatureImporter::ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce) :