Entityparent similar function help

Blitz3D Forums/Blitz3D Programming/Entityparent similar function help

Hi!
I need to attach the bones of my b3d character, to the rigidbodies(boxes) of the ragdoll.
The problem is that if I use the entityparent function, all the character original bone structure will be destroyed.
How to emulate the entityparent function without changing the linkage structure?(just positioning/rotate bones the right way)

Obviously, the bones have different pivots/orientation/offset.
If I try to rotate them to the same pitch/yaw/roll of the boxes it doesn't work.

I thought about the tformvector func...but how?
Anyone?

Can't you just copy the rotations and positions manually in a loop or what not?

pitch,yaw,roll doesn't match :(
they have different axis orientation.
How does blitz do internally?

..first of all, what physics engine you going to use for ragdoll??

You just need to find the offset value. Find the difference between the two different axis systems then add this value onto the blitz numbers you get back.

I'm using Physx..but it doesn't matter I think, since
there are no other way to attach the character bones to rigidbody hierarchy. I cant use entityparent.

Yes I should create a type, where to store positional and rotational offset for each bone!...