boneData.constraint = Constraint::New<Matrix>(shader, propBoneXform, [inverseMatrix](Matrix& output, const PropertyInputContainer& inputs)
{ Matrix::Multiply(output, inverseMatrix, inputs[0]->GetMatrix()); });
- Actor joint = mModelNodeImpl.Self();
- auto propJointMatrix = joint.GetPropertyIndex(Dali::Scene3D::Loader::Skinning::JOINT_MATRIX);
- boneData.constraint.AddSource(Source{joint, propJointMatrix});
- boneData.constraint.Apply();
+ Actor joint = mModelNodeImpl.Self();
+ boneData.constraint.AddSource(Source{joint, Actor::Property::WORLD_MATRIX});
+ boneData.constraint.ApplyPost();
}
break;
}