3 votes
Accepted

In Unity, rotating character spine keep going back to original rotation

I solved this problem by follow DMGregory's saying: "Accumulate the desired rotation yourself rather than counting on it persisting frame to frame unchanged after animation". This is the code: ...
modernator's user avatar
  • 1,213
3 votes
Accepted

Rotating 2D bone in LateUpdate have jittering issue

You should not multiply by delta time here: float newRotation = verticalMovement * m_AimAmount * m_DeltaTime; Multiplication by delta time is useful when you're ...
DMGregory's user avatar
  • 134k
2 votes
Accepted

How do I represent a MD5-mesh bone (quaternion orientation)

The three imaginary components of the quaternion form the axis of rotation, and the real component ...
DMGregory's user avatar
  • 134k
2 votes
Accepted

how to move a mesh to be the child of another node?

error saying that the item is already the child of a node and can't be moved The node can have only one parent. If you added it to a parent already (with add_child)...
Theraot's user avatar
  • 26.7k
1 vote

mesh gets twisted wildly when trying to use Unreal's mannequin's skeleton

Problem So, there were actually four things going wrong about the mesh and the armature: incorrect scale - this has made the model look stretched incorrect bone transforms in the base pose - this has ...
Serhii's user avatar
  • 163
1 vote

How to unlock transform on bone - to move it, not just rotate?

What you see is normal behaviour. A bone is defined by two points, the head and tail (also called root and tip). When a bone is connected to its parent bone, in pose mode you are unable to move the ...
sambler's user avatar
  • 366
1 vote
Accepted

2D bone animation - point gun at mouse

So, I solved it. Turns out I just needed to get away from the problem a bit. Just in case anyone else wants to replicate this, I got it working and I made a function in C# (Although it should be ...
NuBc4k3's user avatar
  • 31
1 vote
Accepted

Workflow for non human ragdolls

If you make a convex hull that just means you are splitting up your existing geometry. So the binding to the bones should stay exactly the same. If you do add in some verts to plug holes, you can just ...
Yudrist's user avatar
  • 963

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