Sign in to follow this  

Bone's World position?

Recommended Posts

Here is a Bone.getAbsolutePositionToRef function that could be added to the Bone class:

It's tricky because the absoluteTransforms don't get updated when an animation is playing.  That's why I call updateBoneMatrix before getting the position.

Also, the bone doesn't have a reference to the mesh, so I had to make it an option.


Share this post

Link to post
Share on other sites


What do you think about doing something like this?

I created a computeAbsoluteTransforms in Skeleton that bone.getAbsolutePosition calls.   

computeAbsoluteTranforms would keep track of the renderId whenever it's called so that it doesn't get computed more than once each render unless forced.

Share this post

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.