Hi folks. I'm trying to implement basic IK into horde 3D.
I want to animate a basic kinematic chain ( skinned tentacle made of six bones designed in blender and imported using collada converter)
To do so, I thought the most straightforward fashion would be to directly manipulate the Kinematic chain's joints using the setModelAnimParams() function.
Althouh I have access to joints (findNodes()), applying manual transformation on tentacles' chilren joints (Bone_00X) does not change the tentacle configuration. Is there something I hve missed ?
heres is the code :
printf("%i\n",Horde3D::findNodes(RootNode,"Bone_004", SceneNodeTypes::Joint)); tentacleFirstBone = Horde3D::getNodeFindResult(0);
Horde3D::getNodeTransform(tentacleFirstBone,&tx,&ty,&tz,&rx,&ry,&rz,&foo,&foo,&foo); Horde3D::setNodeTransform(tentacleFirstBone,tx,ty,tz,rx-0.1f,ry,rz,foo,foo,foo);
Many thanks.
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