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This could be done by adding a joint for each animated object in the animation, but rather than hooking it up to a JointVertexTransform to transform vertices, we would use joint.add_local_transform() or joint.add_net_transform() (ie. the equivalent of actor.exposeJoint) to have Panda copy the transformation to the object in question.
The animated object should probably be made a ModelNode to prevent Panda from flattening it.
Also see panda3d/panda3d#457, which discusses a way of implementing object animations without use of joints in Panda3D.
The text was updated successfully, but these errors were encountered:
This could be done by adding a joint for each animated object in the animation, but rather than hooking it up to a JointVertexTransform to transform vertices, we would use
joint.add_local_transform()
orjoint.add_net_transform()
(ie. the equivalent ofactor.exposeJoint
) to have Panda copy the transformation to the object in question.The animated object should probably be made a ModelNode to prevent Panda from flattening it.
Also see panda3d/panda3d#457, which discusses a way of implementing object animations without use of joints in Panda3D.
The text was updated successfully, but these errors were encountered: