New example ready for skeletons manipulation.
In the example, the skeleton debugging is enabled by default. It shows the bones hierarchy and the local orientation of each bone.
There is 3 transformation spaces for bones, inherited from Ogre3D:
- LOCAL
- PARENT
- WORLD
All methods to get or set orientation, scale and position are sensitive to this value, except the moveBone methods, not yet finished.
The example shows also the different ways to retrieve information about the skeleton: list of bone’s name, list of bone objects, access via name, id or pointer, etc.
The beautiful model i destroy if from Sophie Khan and distributed by #additivism.