Masters,
I'm posting a question I'm sure is frequent. I really don't know the right way to find it, but here goes.
I want to control some bones by skeletal animation and control some by software.
I suceeded doing one and another, but never at same time.
It's possible?
Thanks!
Combine joint animation types
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- Posts: 260
- Joined: Thu Apr 17, 2008 1:38 pm
- Location: Brasopolis - Brazil
Combine joint animation types
Last edited by Auradrummer on Thu Dec 31, 2015 10:21 pm, edited 1 time in total.
Professional Software Developer and Amateur Game Designer
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- Posts: 260
- Joined: Thu Apr 17, 2008 1:38 pm
- Location: Brasopolis - Brazil
Re: Combine joint types
Oooops, I made it.
To explain to another uninformed:
- The problem is that the bone appears to reset the position to skeletal default every loop. To solve is only create a rotate vector and sum it to the animation position. Controlling this vector controls bone final rotation.
Thanks!
To explain to another uninformed:
- The problem is that the bone appears to reset the position to skeletal default every loop. To solve is only create a rotate vector and sum it to the animation position. Controlling this vector controls bone final rotation.
Thanks!
Professional Software Developer and Amateur Game Designer