I’m trying to move the head of an animated character towards a sphere (by BoneLookController), but I can’t figure out why this does not work on my gltf file:
Is there still a possibility to override parameters (e.g. the rotation of a bone) which are already set by a running animation? Currently, every change of the rotation will be directly overwritten by the walk animation…
To get this to work, I removed the keyframes of the walk animation for the head bone from the gltf-file (so I can apply my own rotation via code) and calculated the direction with the given functions in the Matrix and Quaternion classes by my own. I also implemented a little state machine to fade between “following” and “initial” to avoid highly unreasonable rotations.
Hi, sorry to bump - how would one use the transformNode in order to achieve the BoneLookController functionality? I can’t get AndreM’s solution to work.