- v3f pos, offset;
- u32 bone = part->bone_id;
-
- m4x3_mulv( ch->sk.final_mtx[bone], ch->sk.bones[bone].co, pos );
- m3x3_mulv( ch->sk.final_mtx[bone], part->offset, offset );
- v3_add( pos, offset, part->rb.co );
- m3x3_q( ch->sk.final_mtx[bone], part->rb.q );
- v3_copy( v, part->rb.v );
- v3_zero( part->rb.w );
+ /*
+ * Link animations
+ */
+ struct _load_anim
+ {
+ const char *name;
+ struct skeleton_anim **anim;
+ }
+ anims[] = {
+ { "pose_stand", &temp.anim_stand },
+ { "pose_highg", &temp.anim_highg },
+ { "pose_slide", &temp.anim_slide },
+ { "pose_air", &temp.anim_air },
+ { "push", &temp.anim_push },
+ { "push_reverse", &temp.anim_push_reverse },
+ { "ollie", &temp.anim_ollie },
+ { "ollie_reverse",&temp.anim_ollie_reverse },
+ { "grabs", &temp.anim_grabs },
+ { "walk", &temp.anim_walk },
+ { "run", &temp.anim_run },
+ { "idle_cycle", &temp.anim_idle },
+ { "jump", &temp.anim_jump }
+ };
+
+ for( int i=0; i<vg_list_size(anims); i++ )
+ {
+ *anims[i].anim = skeleton_get_anim( &temp.sk, anims[i].name );