Yue Posted May 11 Posted May 11 Any suggestions please. Quote Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games
Yue Posted May 11 Author Posted May 11 This is the best I have been able to understand, but the character, when turning on the ground, jumps. function this:AlignBoneToBody(bone, body) if bone and body then -- Obtener rotación del cuerpo en coordenadas globales local worldRot = body:GetRotation(true) -- Convertirla a coordenadas locales del jugador local localRot = TransformRotation(worldRot, nil, model) bone:SetRotation(localRot, true) -- Obtener posición del cuerpo en coordenadas globales local worldPos = body:GetPosition(true) -- Convertirla a coordenadas locales del jugador local localPos = TransformPoint(worldPos, nil, model) bone:SetPosition(localPos, true) end end Quote Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games
Karadag Posted May 12 Posted May 12 I've experienced similar things. I think I get better results when I do rotations as quaternions. 1 Quote
Yue Posted May 12 Author Posted May 12 In other words, I have to create the equivalent of TransformRotation but in Quaternions? I'm really blind in this because I don't understand very well. Do you have any code that can help me for that please. Quote Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games
Yue Posted May 12 Author Posted May 12 I have better rotations, but the body is stretched: S function this:AlignBoneToBody(bone, body) if bone and body then -- Obtener posición del cuerpo en coordenadas globales local worldPos = body:GetPosition(true) -- Convertirla a coordenadas locales del jugador local localPos = TransformPoint(worldPos, nil, model) bone:SetPosition(localPos,true) -- Obtener rotación del cuerpo en coordenadas globales local worldRot = body:GetQuaternion(true) -- Convertirla a coordenadas locales del jugador local localRot = TransformRotation(worldRot, nil, model) bone:SetRotation(localRot:ToEuler()) end end Quote Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games
Karadag Posted May 13 Posted May 13 Of course I want to help. Just give me a few days to complete it. You don't need to use :toEuler() you can use quaternion to SetRotation().. Also I never used TransformPoint and TransformRotation. I made the whole ragdoll a child of a pivot and took the transforms locally and applied them to the skeleton locally. Quote
Solution Yue Posted May 13 Author Solution Posted May 13 Quote Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games
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