I am working on creating an explode animation, and it works - kind of. I traverse through all the bones and set position and rotation individually. But the bone hierarchy messes things up, as when the root is rotated, everything else is rotated as well.
How do i detach bones from their parents so the can be moved around unaffected by the parent bone?
ページ 1 ／ 1
- 記事: 9
You don't, a bone is always affected by its parent bone. You can put your bones under the root bone and then avoid transforming the root bone. For example, many skeletons use a
hipbone to move a character around, then have other bones as children of the
root, not the
hip, eg IK target bones.
- 記事: 11849
Mark topic unread • ページ 1 ／ 1
Return to Runtimes