Search found 4 matches
- Wed Jan 10, 2018 5:52 pm
- Forum: Runtimes
- Topic: Hand Holding
- Replies: 7
- Views: 8735
Re: Hand Holding
It looks like the setWorldPosition is in character space based on some testing. I think I have everything I need now, thanks so much!
- Wed Jan 10, 2018 5:03 pm
- Forum: Runtimes
- Topic: Hand Holding
- Replies: 7
- Views: 8735
Re: Hand Holding
Should I be setting cur_bone.setWorldEndPt and cur_bone.setWorldStartPt? That implies to me that the bone positions are world positions, and not in character space. Would I use the TransformToCreaturePt method found in CreatureGameController to go from world to character space?
- Wed Jan 10, 2018 3:10 pm
- Forum: Runtimes
- Topic: Hand Holding
- Replies: 7
- Views: 8735
Re: Hand Holding
Great, I'll take a look, thanks for the quick response. With respect to bone position expressed as an XnaGeometry.Vector4, what is the appropriate way to pass in a world position Unity.Vector3?
- Tue Jan 09, 2018 5:16 pm
- Forum: Runtimes
- Topic: Hand Holding
- Replies: 7
- Views: 8735
Hand Holding
We are trying to setup a rig (in Unity) where two characters will hold hands while moving (walking, running, jumping). I've tried using the bones override callback to position the 'hand' bones, but this seems to literally only affect the hand bone, and not the 'chain' of hand -> forearm -> upper arm...