Okay so the half this week I’ve been playing around with bones and their rotations. I had a concept of making a very, very simple barebones (hah) Ball-and-chain Flexable bones simulation by having a dragged point which the joint would just look At.
Eventually I’ve planned on expanding upon it and creating a much more robust system with spriningyness between multiple joints so that the are laxing damping values the further one goes a chain of bones, and maybe even get affected by the environment (so that the points actually collide with something and effect the result on the bones).
I’ve gotten a rough Debug Tail working,
But when applied to the darn… bones…
(Last one is actually just me fooling around with values, not an actual result)
Could anyone help me figure this bone issue out?
You can also try the script:
is a script that rezes a debug ball-and-“chain” for you guys to run around with if you want to try it out, and if you have “Tail1” bone it should work attempt to animate it as well. It should at min last for 1 hour before the entities are erased, they as also named JointDebug* for easier deletion.