I have a bone in a skeleton, which I want to rotate relative to a mesh’s Space. World or Local Space don’t work in my situation.
I there an easy way to do that?
I have some constraints that make this task easier:
The rotation Axis I want to achieve for the bone is perpendicular to the character it belongs to.
The character only turns around the Y Axis in world space.
I already did some research on the world matrices, but they only support converting locations.
I too tried to create my own quaternion with the above mentioned axis, but that only resulted in weird distortions. Though I think this is the way to go, I just can’t figure out the math + the right api functions to use.