Operating System: Windows 10
Render System: DirectX
Hi,
I'm getting crazy with the ogre bones orientation handling. I want to do the following:
I just want to set the orientation of the foot of a character to the rise of the environment. I do the following:
- Get bone from left and right foot of a character
- reset bone
- store initial orientation of left and right bone
- setInheritOrientation(false) in order to set orientation on global space
Code: Select all
leftFoot->setDerivedOrientation(Ogre::Quaternion(Ogre::Degree(rise), Vector3::UNIT_X)));
The value of the variable 'rise' is calculated correctly. I checked that.
Why is that solved that complicated in ogre? Does anyone have an example how to solve this?
I tried nearly everything. I also played around with convertWorldToLocalOrientation and convertLocalToWorldOrientation
Thanks in advance
Lax