I'm working with creating a model and bones in code to understand them. So far all is well, I have a simple model of a big U and I can change the left bar with a bone. When I render the bone, it shows up as a single point at 0,0,0.
If I do a bone.setLocalTranslation() the bone dot moves along with the influnced vertices. How do I position the bone point to where it belongs, and how can I show both points of the bone?
I've been searching the forums with not much success, it may be there but I can't find it. So basically what I"m trying now is:
theBone = new Bone("Pointer");
int[] verts = new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13,
14, 15, 16, 17, 18, 19 };
float[] weights = new float [] { 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
for (int x = 0; x < verts.length; x++) {
mySkin.addBoneInfluence(0, verts[x], theBone, weights[x]);
}
theBone.setLocalTranslation(10.0f, 10.0f, 10.0f);
modelNode.attachChild(theBone);
Any advice?
One issue is being able to know where to attach the child, etc... If I manipulate the localTranslation in code I am not restricted to the "size" of the bone. That is, parts can grow long and such without limits.