Fix major issue with transformation.
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@@ -666,8 +666,11 @@ CreateAssetResult ImportModel::CreatePrefab(CreateAssetContext& context, ModelDa
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nodeToActor.Add(nodeIndex, nodeActor);
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nodeActor->SetName(node.Name);
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Transform positionOffset = Transform::Identity;
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positionOffset.Translation = node.LocalTransform.Translation;
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LOG(Warning, "node name: {0}, offset transform: {1}", node.Name, positionOffset);
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// Only set translation, since scale and rotation is applied earlier.
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nodeActor->SetLocalTransform(Transform(node.LocalTransform.Translation));
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nodeActor->SetLocalTransform(positionOffset);
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if (nodeIndex == 0)
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{
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// Special case for root actor to link any unlinked nodes
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@@ -1292,7 +1292,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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!
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#endif
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}
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if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Geometry))
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if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Geometry) && !(options.Type == ModelType::Prefab))
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{
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// Perform simple nodes mapping to single node (will transform meshes to model local space)
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SkeletonMapping<ModelDataNode> skeletonMapping(data.Nodes, nullptr);
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@@ -1313,11 +1313,6 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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{
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// Transform vertices
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auto transformationMatrix = hierarchyUpdater.CombineMatricesFromNodeIndices(skeletonMapping.SourceToSource[mesh.NodeIndex], mesh.NodeIndex);
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if (options.Type == ModelType::Prefab)
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{
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// Cancel out translation during mesh transformation, to set translation during prefab generation time.
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transformationMatrix = transformationMatrix * transformationMatrix.Translation(transformationMatrix.GetTranslation() * -1.0f);
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}
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if (!transformationMatrix.IsIdentity())
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mesh.TransformBuffer(transformationMatrix);
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@@ -1328,6 +1323,29 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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}
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}
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}
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if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Geometry) && options.Type == ModelType::Prefab)
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{
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// Apply just the scale and rotations.
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for (int32 lodIndex = 0; lodIndex < data.LODs.Count(); lodIndex++)
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{
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for (int32 meshIndex = 0; meshIndex < data.LODs[lodIndex].Meshes.Count(); meshIndex++)
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{
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auto& mesh = *data.LODs[lodIndex].Meshes[meshIndex];
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auto& node = data.Nodes[mesh.NodeIndex];
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// Transform vertices
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auto transformationMatrix = Matrix::Identity;
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transformationMatrix.SetScaleVector(node.LocalTransform.Scale);
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Matrix rotation;
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node.LocalTransform.GetRotation(rotation);
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transformationMatrix = transformationMatrix * rotation;
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if (!transformationMatrix.IsIdentity())
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mesh.TransformBuffer(transformationMatrix);
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}
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}
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}
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if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Animations))
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{
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for (auto& animation : data.Animations)
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