Gems/EMotionFX/Code/EMotionFX/Source/Recorder.cpp
void Recorder::RecordMainLocalTransforms()
    {
        // for all actor instances
        for (ActorInstanceData* actorInstanceData : m_actorInstanceDatas)
        {
            ActorInstance* actorInstance = actorInstanceData->m_actorInstance;
            const Transform& transform = actorInstance->GetLocalSpaceTransform();

        #ifndef EMFX_SCALE_DISABLED
            AddTransformKey(actorInstanceData->m_actorLocalTransform, transform.m_position, transform.m_rotation, transform.m_scale);
        #else
            AddTransformKey(actorInstanceData->m_actorLocalTransform, transform.m_position, transform.m_rotation, AZ::Vector3(1.0f, 1.0f, 1.0f));
        #endif
        }
    }
// record all actor instance main transformations, so not of the nodes, but of the actor instance itself
record all actor instance main transformations, so not of the nodes, but of the actor instance itself
record all actor instance main transformations so not of the nodes but of the actor instance itself
void Recorder::RecordMainLocalTransforms()
    {
        for (ActorInstanceData* actorInstanceData : m_actorInstanceDatas)
        {
            ActorInstance* actorInstance = actorInstanceData->m_actorInstance;
            const Transform& transform = actorInstance->GetLocalSpaceTransform();
        #ifndef EMFX_SCALE_DISABLED
            AddTransformKey(actorInstanceData->m_actorLocalTransform, transform.m_position, transform.m_rotation, transform.m_scale);
        #else
            AddTransformKey(actorInstanceData->m_actorLocalTransform, transform.m_position, transform.m_rotation, AZ::Vector3(1.0f, 1.0f, 1.0f));
        #endif
        }
    }
void Recorder :: RecordMainLocalTransforms ( ) { for ( ActorInstanceData * actorInstanceData : m_actorInstanceDatas ) { ActorInstance * actorInstance = actorInstanceData -> m_actorInstance ; const Transform & transform = actorInstance -> GetLocalSpaceTransform ( ) ; #ifndef EMFX_SCALE_DISABLED AddTransformKey ( actorInstanceData -> m_actorLocalTransform , transform . m_position , transform . m_rotation , transform . m_scale ) ; #else AddTransformKey ( actorInstanceData -> m_actorLocalTransform , transform . m_position , transform . m_rotation , AZ :: Vector3 ( 1.0f , 1.0f , 1.0f ) ) ; #endif } }
record all actor instance main transformations, so not of the nodes, but of the actor instance itself
record all actor instance main transformations so not of the nodes but of the actor instance itself
// for all actor instances