How do I set weapon rotation to match hand’s bone rotation ?
I get to attach nodes but rotation is wrong .
[SOLVED]Attach model to bone node
Create a separate weapon node into which you create the weapon model component, and parent it to the bone. Then adjust its local rotation. I don’t know necessarily better method than trial and error to getting it oriented properly, though. Best would be if the model had been authored so that the hand bone’s Z axis already points to the desired forward direction.
Authored inside the editor ?
this works no problem , but rotations indeed :
[code] //bow
handBoneNode = node_model->GetChild(“Bone.001”, true);//rob
//water_gun
bow=globals::instance()->scene->CreateChild(“bow”);
gs->nodes.push_back(bow);
// bow->Pitch(-90);
// bow->Roll(-90);
// bow->Yaw(90);
handBoneNode->AddChild(bow);[/code]
Authored in the 3D modeling program.
The editor works fine for such adjustments , but
how do you load a xml node as exported from the editor ?
[SOLVED] by manually setting attached node rotation (quaternion) as showed by the editor , after tweaking position and rotation of the model .