Thanks - I actually had to put my UpdateWorldTransforms after base.UpdateSkeleton (not in the middle), but it is indeed working now!
mklaurence

- 10 Th12 2013
- Đã tham gia 6 Th05 2013
- Đã chỉnh sửa
I'm trying to play an animation and simultaneously override the rotation on a few bones. When there is no animation, the manual rotation works, but when an animation is playing it appears to override my manual changes.
I'm doing my manual changes in LateUpdate like so:
toolArmBone.rotation = toolRotation; toolArmBone.UpdateWorldTransform(flipToolX, flipToolY);
Not sure what else I need to call in order to get the mesh positions to update. Any feedback would be appreciated, thanks!
I'm trying to get the literal world position of a slot, in this case to locate the tip of my gun sprite. I've dug into the code in this thread, but I can't figure out exactly what the "world" and quad positions mean. Are they relative to the bone they're on? Any suggestions how to find the position of a slot in "cocos2d space"?