Add Advanced --> Character --> Meshes and morphs...
Allows to save the .llm of all mesh objects, and all morphs of each as .obj (Wavefront OBJ File), for import in, for example, blender. You can also load .obj files, but of course they will only affect what you see locally.
This commit is contained in:
@@ -1182,7 +1182,6 @@ void LLVOAvatar::getMeshInfo (mesh_info_t* mesh_info)
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// static
|
||||
void LLVOAvatar::dumpBakedStatus()
|
||||
{
|
||||
@@ -6852,6 +6851,22 @@ void LLVOAvatar::hideSkirt()
|
||||
mMeshLOD[MESH_ID_SKIRT]->setVisible(FALSE, TRUE);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// getMesh( LLPolyMeshSharedData *shared_data )
|
||||
//-----------------------------------------------------------------------------
|
||||
LLPolyMesh* LLVOAvatar::getMesh( LLPolyMeshSharedData *shared_data )
|
||||
{
|
||||
for (polymesh_map_t::iterator i = mMeshes.begin(); i != mMeshes.end(); ++i)
|
||||
{
|
||||
LLPolyMesh* mesh = i->second;
|
||||
if (mesh->getSharedData() == shared_data)
|
||||
{
|
||||
return mesh;
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// requestLayerSetUpdate()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user