fix(animation): variant randomness no longer permanently cached + fix FullHead false-positive
Two fixes from the animation audit:
1. Variant cache key now includes the resolved animation name (e.g., Struggle.2).
Previously, the cache key only used context+parts, so the first random variant
pick was reused forever. Now each variant gets its own cache entry, and a fresh
random pick happens each time the context changes.
2. FullHead check changed from contains("Head") to startsWith("gltf_FullHead")
to prevent false positives on names like FullOverhead or FullAhead.
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@@ -587,7 +587,10 @@ public final class GltfPoseConverter {
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// Head is protected by default — only enabled as a free bone when the animation
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// name contains "Head" (e.g., FullHeadStruggle, FullHeadIdle).
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// This lets artists opt-in per animation without affecting the item's regions.
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boolean allowFreeHead = isFullBodyAnimation && animName.contains("Head");
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// FullHead prefix (e.g., FullHeadStruggle) opts into head as a free bone.
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// Use startsWith to avoid false positives (e.g., FullOverhead, FullAhead).
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boolean allowFreeHead = isFullBodyAnimation &&
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animName.startsWith("gltf_FullHead");
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String[] allParts = {
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"head",
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