rp->colour = 0xff000000 | (0xff << (major_axis*8));
}
- else
+ else{
+ vg_warn( "type: %u\n", bone->collider );
vg_fatal_exit_loop( "Invalid bone collider type" );
+ }
m4x3_invert_affine( rp->collider_mtx, rp->inv_collider_mtx );
rd->position_constraints_count = 0;
rd->cone_constraints_count = 0;
- for( u32 i=0; i<av->sk.bone_count; i ++ ){
+ for( u32 i=1; i<av->sk.bone_count; i ++ ){
struct skeleton_bone *bone = &av->sk.bones[i];
/*