Direct Access to Bones
BlitzMax Forums/MiniB3D Module/Direct Access to Bones
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I have been attempting to directly access the bones in my .b3d file without success. here is the .b3d file and code www.bmaxbook.com/BoneTest.zip it is a very simple file: turretmesh: the 'skin' bodybone: the bone that the lower part is attached to headbone: the bone that the upper part is attached to. i have animation in there so if you animate(turret) after load you will see it (don't forget to uncomment updateworld) I want to control the headbone manually (i.e rotate it programmatically independent of the animation keys) here is the code that I am using (same as in zip) |
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anyone have an idea? |
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Hi bill, It seems you are "turning" the bone - You can verify this by putting the following line between RenderWorld and Flip. Text 0,0,headbone.rx+": "+headbone.ry+":"+headbone.rz The problem, I think, is that the mesh is not being deformed. The function TAnimation.VertexDeform(ent1:TMesh,bent:TBone,vm[]) is only called when the mesh is actually animating. Probably requires a manual call to that function. |
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cool. I will check that out. Thanks |