Node coordinates
by Vlad Ts · in Torque Game Engine · 12/14/2005 (7:56 am) · 4 replies
Hello all!
I've a small question.
Is there any way in a Torque shape model to calculate the node(some bone of the skeleton) position coords at runtime?
Big thanks.
I've a small question.
Is there any way in a Torque shape model to calculate the node(some bone of the skeleton) position coords at runtime?
Big thanks.
About the author
#2
Are you sure? We would get x, y, z coords of the Moun0 node instead of simple F32
12/15/2005 (1:24 am)
Hi Chris!Are you sure? We would get x, y, z coords of the Moun0 node instead of simple F32
#3
www.garagegames.com/mg/forums/result.thread.php?qt=24275
function:
Point3F ShapeBase::getNodePoint(const char* nodeName);
have results Point3F(x,y,z);
12/15/2005 (9:21 am)
Do You checked this thread?www.garagegames.com/mg/forums/result.thread.php?qt=24275
function:
Point3F ShapeBase::getNodePoint(const char* nodeName);
have results Point3F(x,y,z);
Torque Owner Chris Shark
nodeIndex = shape->findNode("Mount0");
F32 *transformation = mShapeInstance->mNodeTransforms[nodeIndex];