Yue Posted May 11 Posted May 11 The following method works well as long as the rigid bodies are not in a joint, but when establishing the joint, the character when rolling on the ground with the joints in the twist 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
Yue Posted May 11 Author Posted May 11 video: Quote Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games
Solution Josh Posted May 15 Solution Posted May 15 I need to be able to run the program and see the bug happening on my computer. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Yue Posted May 15 Author Posted May 15 Solved rotation Quaternion. 1 Quote Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games
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