Пример #1
0
void ASmrActor::TransformChildren(UPoseableMeshComponent* mesh, SMRJoint* bone)
{
	//Recursively apply transformations to all children of this bone
	std::vector<uint32> children = skeleton.getJointChildren(bone->getName());
	for (int i = 0; i < children.size(); ++i)
	{
		TransformBone(mesh, skeleton.getJoint(children[i]));
		TransformChildren(mesh, skeleton.getJoint(children[i]));
	}
}
Пример #2
0
void ASmrActor::PoseCharacterLocalSpace(UPoseableMeshComponent* mesh)
{
	//Initialize skeleton
	skeleton = m_motion.getSkeleton(m_frameIndex);
	skeleton.setRotationOrder(TRANSLATIONFIRST);
	skeleton.setMode(SMRModeType::RELATIVEMODE);

	//Transform root bone
	SMRJoint* rootJoint = skeleton.getJointByName("root");
	TransformBone(mesh, rootJoint);
    
	//Recursively transform children
	TransformChildren(mesh, rootJoint);
}
Пример #3
0
public func Construction()
{
	this.MeshTransformation = Trans_Rotate(Random(360), 0, 1, 0);
	
	var sibling = nil;
	for (var bone in ["bone1", "bone2", "bone3"])
	{
		var transformation;
		var rand = Random(2);
		if (rand == 0) 
			transformation = Trans_Rotate(RandomX(-20, 20), 1, 0, 0);
		else if(rand == 1)
			transformation = Trans_Rotate(RandomX(-20, 20), 0, 0, 1);
		sibling = TransformBone(bone, transformation, 1, Anim_Const(1000), sibling);
	}
}