Jump to content

Bone rotation on animated model


Rick
 Share

Recommended Posts

I think, you should animate your model character, but keep not animated the bone you want to control by code.

Animate the whole character except the arm or torso for example.

 

Each frame setting the rotation by code should indeed override the actual animation playing.

Do you set the rotation after calling AnimationManager ? Once character animation has played (is set) ?

  • Upvote 1

Stop toying and make games

Link to comment
Share on other sites

You know what, as I was typing something else here to your response I understand what's going on now. This rotation code needs to go in the Script:Draw() function (where my animMgr:Update() is called) where the actual animation manipulation is taking place, instead of the Script:UpdatePhysics() where I'm deciding what animation to play. Strange how one thing someone says can trigger real understanding :)

 

Thanks YouGroove

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...