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https://github.com/maxartz15/VertexAnimation.git
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ApplyAnimationBounds option.
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@ -37,6 +37,7 @@ namespace TAO.VertexAnimation.Editor
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private void BakeGUI()
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private void BakeGUI()
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{
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{
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EditorGUILayout.PropertyField(serializedObject.FindProperty("lodSettings").FindPropertyRelative("lodSettings"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("lodSettings").FindPropertyRelative("lodSettings"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("applyAnimationBounds"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("generateAnimationBook"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("generateAnimationBook"));
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using (new EditorGUILayout.HorizontalScope())
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using (new EditorGUILayout.HorizontalScope())
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@ -18,6 +18,7 @@ namespace TAO.VertexAnimation.Editor
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public bool includeInactive = false;
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public bool includeInactive = false;
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public LODSettings lodSettings = new LODSettings();
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public LODSettings lodSettings = new LODSettings();
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public bool applyAnimationBounds = true;
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public bool generateAnimationBook = true;
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public bool generateAnimationBook = true;
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public bool generatePrefab = true;
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public bool generatePrefab = true;
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public Shader materialShader = null;
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public Shader materialShader = null;
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@ -117,8 +118,12 @@ namespace TAO.VertexAnimation.Editor
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};
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};
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for (int i = 0; i < meshes.Length; i++)
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for (int i = 0; i < meshes.Length; i++)
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{
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if (applyAnimationBounds)
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{
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{
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meshes[i].bounds = bounds;
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meshes[i].bounds = bounds;
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}
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meshes[i].Finalize();
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meshes[i].Finalize();
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AssetDatabase.AddObjectToAsset(meshes[i], this);
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AssetDatabase.AddObjectToAsset(meshes[i], this);
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}
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}
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