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Fix FBX and glTF when root nodes are skeleton bones
Set p_scene_parent to the skeleton to guarantee BoneAttachment3D nodes are added as a child of the active skeleton. Use get_owner() to go all the way up when calculating the root node in generate_scene
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@@ -1629,6 +1629,9 @@ void FBXDocument::_generate_skeleton_bone_node(Ref<FBXState> p_state, const GLTF
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active_skeleton = skeleton;
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current_node = active_skeleton;
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if (active_skeleton) {
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p_scene_parent = active_skeleton;
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}
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if (requires_extra_node) {
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current_node = nullptr;
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@@ -2019,8 +2022,8 @@ Node *FBXDocument::generate_scene(Ref<GLTFState> p_state, float p_bake_fps, bool
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GLTFNodeIndex fbx_root = state->root_nodes.write[0];
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Node *fbx_root_node = state->get_scene_node(fbx_root);
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Node *root = fbx_root_node;
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if (fbx_root_node && fbx_root_node->get_parent()) {
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root = fbx_root_node->get_parent();
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if (root && root->get_owner() && root->get_owner() != root) {
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root = root->get_owner();
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}
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ERR_FAIL_NULL_V(root, nullptr);
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_process_mesh_instances(state, root);
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