Search found 4 matches

by jonhillman
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!
by jonhillman
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?
by jonhillman
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?
by jonhillman
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...