first pass of changing transform to use float for scale internally rather than Vector3
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@@ -825,10 +825,10 @@ void CTrackViewSequence::SyncSelectedTracksToBase()
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{
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const Vec3 position = pAnimNode->GetPos();
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const Quat rotation = pAnimNode->GetRotation();
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const Vec3 scale = pAnimNode->GetScale();
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const float scale = pAnimNode->GetScale();
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AZ::Transform transform = AZ::Transform::CreateIdentity();
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transform.SetScale(LYVec3ToAZVec3(scale));
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transform.SetUniformScale(scale);
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transform.SetRotation(LYQuaternionToAZQuaternion(rotation));
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transform.SetTranslation(LYVec3ToAZVec3(position));
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@@ -870,7 +870,7 @@ void CTrackViewSequence::SyncSelectedTracksFromBase()
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pAnimNode->SetPos(AZVec3ToLYVec3(transform.GetTranslation()));
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pAnimNode->SetRotation(AZQuaternionToLYQuaternion(transform.GetRotation()));
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pAnimNode->SetScale(AZVec3ToLYVec3(transform.GetScale()));
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pAnimNode->SetScale(transform.GetUniformScale());
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bNothingWasSynced = false;
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}
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