TSShapeConstructor to adjust feet to ground

Scripting questions, discussions, etc
3 posts Page 1 of 1
Posts: 1
Joined: Tue Nov 03, 2015 11:15 pm
by retron » Tue Nov 03, 2015 11:22 pm
I've been trying to find a way to dynamically adjust the characters feet to the ground, by casting a ray from his feet bone. I'm successfully able to do that, but then, i can't seem to use TSShapeConstructor::setNodeTransform to change the bone position. According to the docs, it should allow me to change the base transform of the bone.
Steering Committee
Steering Committee
Posts: 790
Joined: Tue Feb 03, 2015 9:49 pm
by JeffR » Wed Nov 04, 2015 3:38 pm
Dynamically, as in during the game running? So like leg IK?

In that case, the ShapeConstructor methods wouldn't work. That's for configuring the shape to your needs before spawning. Once it's created, the ShapeConstructor methods don't affect it outside of reloading.

To manually change bone positions in code during runtime, you'd need to look into the animation code in ShapeInstance, and the HandsOff mask for bones. That lets the bones be animated by code rather than animation sequences.
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Wed Nov 04, 2015 6:03 pm
Why there is no documentation for that class here (http://docs.garagegames.com/torque-3d/r ... tated.html)?
3 posts Page 1 of 1

Who is online

Users browsing this forum: No registered users and 1 guest