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Controlling specific Bones


joshcamas
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Hello guys!

 

I've recently been playing around with Babylon, and having a blast!

 

One feature that I'm interested if it exists is controlling specific bones in an armature.

 

I'm guessing that when you export a armature to babylon, it just turns into a "normal" mesh with a animation and such.

 

Controlling specific bones would be awesome to "interpolate" between two different animations, as well as controlling foot motion, etc etc.

 

Thanks!

-Josh

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Hi josh, welcome to the forum :)

 

One feature that I'm interested if it exists is controlling specific bones in an armature.

 

You might want to take a look at this effort of mine:

 

Desk and Book

 

There are two rigs - one for the book and one for the desk

 

In the case of the desk, each drawer and door is assigned to a specific bone in the rig (by appropriate weight painting). I then created an animation which has all the drawers/doors open or closed. Clicking on a drawer/door just drives the animation for the bone associated with that door/drawer.

 

More details on this forum here:

 

The Desk - an experiment with animation 2

 

Feel free to download and hack into my files.

 

Hope they are of help.

 

cheers, gryff :)

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Thanks for that, I'll have fun looking into your code, as well as this will be VERY useful to make a player do two things at once, aka run while swinging a sword. Awesome!

 

However, what I'm needing is editing a bone's rotation in real-time, in-game. Example of why:

 

Player is standing still > play animation_stand

Player clicks "w" > play animation_walk

Player let's go of "w" > play animation_stand

 

The problem with this is that it creates a jerky-movement when you switch from walking to standing. This is ugly.

What someone could do is have another function that interpolates the current rot/loc/scale to the next animation, frame-by-frame.

 

Thus having a pre-built animation would be impossible. :D

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