Access current bone transforms

Topics: User Forum
Jan 4, 2007 at 9:13 PM

is there a way to access the current transform matrix of a bone via the AnimationController? I'm looking to for instance transform a weapon attached to a certain bone in a model.
Jan 4, 2007 at 11:33 PM
Hard to say... check the source - it's all there
Jan 5, 2007 at 6:43 PM
Yes, but you'll have to edit the source for now to access it outside the class. For purposes of efficiency and practicality, bone transforms for animations that are not actually used in rendering are not stored directly. This was implemented because it can sometimes improve perfomance by a factor of 200 or so. If you want to check a bone transform for a given frame, you can look at the code that creates the interpolations in real time (when UsePrecomputedInterpolations is set to false), which has to calculate the transform for each frame.