Entityparent similar function help
Blitz3D Forums/Blitz3D Programming/Entityparent similar function help
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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? |
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Can't you just copy the rotations and positions manually in a loop or what not? |
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pitch,yaw,roll doesn't match :( they have different axis orientation. How does blitz do internally? |
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..first of all, what physics engine you going to use for ragdoll?? |
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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. |
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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!... |