Nice, it is mostly the same solution as the one in my other thread:
This worked also fine for me:
scene.onBeforeRenderObservable.add(()=>{
camera2.position = newMeshes[0].position.add(new BABYLON.Vector3(0,10,0))
})
@timetocode
Thank you for your explanations and ideas.
I’m planing to make a FPS, so it is supposed to be a multiplayer game.
You have a good point with moving the head with the camera, I didn’t think of that.
Apparently I can’t rotate a bone on its own.
I tried:
botHead = skeleton.bones[4]
botHead.rotation.x = -2; // the same with x/z and other numbers
But at least the whole mesh looks in the direction of the mouse now (still two dimensional)
Even in first person.