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?
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?