vault backup: 2024-10-10 12:36:11
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@ -783,4 +783,10 @@ fn RotationBone X Y Z BoneArray Map BaseAnimBones =
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in coordsys world rotate BaseAnimBones[(BoneArray[a].Index)] (EulerAngles (RotationValue*X) (RotationValue*Y) (RotationValue*Z))
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in coordsys world rotate BaseAnimBones[(BoneArray[a].Index)] (EulerAngles (RotationValue*X) (RotationValue*Y) (RotationValue*Z))
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)
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)
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)
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)
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```
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```
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## 适配鸣潮的思路
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1. 修改骨盆骨骼与脊椎骨骼相关逻辑。
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1. FindAllBones_Recurse。
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2. 增加BoneFilter,移除其他WeaponBone的影响。
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3. 增加对Bip骨骼的适配逻辑。
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