Entityparent similar function help

Blitz3D Forums/Blitz3D Programming/Entityparent similar function help

FlagDKT(Posted 2008) [#1]
Hi!
I need to attach the bones of my b3d character, to the rigidbodies(boxes) of the ragdoll.
The problem is that if I use the entityparent function, all the character original bone structure will be destroyed.
How to emulate the entityparent function without changing the linkage structure?(just positioning/rotate bones the right way)

Obviously, the bones have different pivots/orientation/offset.
If I try to rotate them to the same pitch/yaw/roll of the boxes it doesn't work.

I thought about the tformvector func...but how?
Anyone?


Ross C(Posted 2008) [#2]
Can't you just copy the rotations and positions manually in a loop or what not?


FlagDKT(Posted 2008) [#3]
pitch,yaw,roll doesn't match :(
they have different axis orientation.
How does blitz do internally?


Naughty Alien(Posted 2008) [#4]
..first of all, what physics engine you going to use for ragdoll??


Ross C(Posted 2008) [#5]
You just need to find the offset value. Find the difference between the two different axis systems then add this value onto the blitz numbers you get back.


FlagDKT(Posted 2008) [#6]
I'm using Physx..but it doesn't matter I think, since
there are no other way to attach the character bones to rigidbody hierarchy. I cant use entityparent.

Yes I should create a type, where to store positional and rotational offset for each bone!...