Accessing bones(joints) info

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PJjerry
Posts: 28
Joined: Mon Oct 24, 2005 6:57 pm

Accessing bones(joints) info

Post by PJjerry »

Hi,

I would like to use IK (Inverse Kinematics) to control the joints skinned to the mesh.

The idea is controlling a chain connected to a dog where the end effector will be parented or constrained to it(the dog).

The chain is skinned.

So when the dog is moving, the chain will behave naturally.

When loading a b3d skinned mesh model, are the joints' data accessible via the code?

What are the classes I should take a look at?

Thanks.
Last edited by PJjerry on Sun Aug 05, 2007 9:45 pm, edited 1 time in total.
hybrid
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Post by hybrid »

There are some things possible right now, but to get full access to the animation stuff you should use the new animation system. This is available from SVN (branch/SkinnedMesh). Check the 'Open discussion' forum for this topic.
PJjerry
Posts: 28
Joined: Mon Oct 24, 2005 6:57 pm

Post by PJjerry »

Sweet! I will check it out.
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