I've created an animated model(.b3d) of a character for a 3rd Person shooter/action game. In the game, I have a targeting reticle that floats out in the game space, and I want the character's arm/weapon to track the reticle. I thought I could simply manipulate the "RShoulder" Joint using FindChild(model,"RShoulder"), and then applying the appropriate rotations. It didn't seem to work. The character is cycling through a "Mounted Rider" type animation, and I was hoping to override the right arm. Does anyone have any suggestions, or has anyone done this before?
Manipulating Bones
Blitz3D Forums/Blitz3D Programming/Manipulating Bones IIRC, I heard that you should manipulate the bone AFTER UpdateWorld(). Not sure though
That did it GitTech.. I've just got to do a little tweeking, but for the most part, it's good! Thanks.
also i'd use RotateEntity because that won't cause snapping back when animations change unlike TurnEntity which does and looks bad.
I actually ended up using PointEntity, and it works really well. I think the animation tweening covers quite a bit of it. Anyway, it looks really good now.
that is the best way for your needs but for things like head turning etc i'd use rotateentity.
You an also use this method to merge 2 animations (if your carefull).
If you have a mesh with bones, with the main part of the animation, then a second mesh,.. which is just the bones, with your second animation. Then you can map the bones you want, from the second mesh, onto your visible mesh.
If you have a mesh with bones, with the main part of the animation, then a second mesh,.. which is just the bones, with your second animation. Then you can map the bones you want, from the second mesh, onto your visible mesh.