Noted something problematic when trying to put the hat on my character head.
GetObjectBoneAngleX( objID, boneIndex ) only get the local angle of the bone specified only,
It does not return the limb angle based on the world angle
Why I think this is problematic, is because of the case of multiple chaining of parent-child limbs
For example, I have a model that have a 'neck' limb, and a 'head' limb.
I want to pivot another model to the 'head' limb, as it's hat.
So, I SetObjectRotation() the hat model to the angles that was returned from GetObjectBoneAngleX( objID, boneIndex )
But, the hat only rotates when the 'head' limb rotates, but not when the 'neck' limb rotates.
When the character itself rotates, the hat does not. The hat only rotates if the 'head' limb rotates
This results in incomplete movement of the hat object.
To remedy this, we need to calculates all the differences of the angle of all the parent limbs involved.
But this workaround is too messy. It'll be a nightmare if there are multiple parents limb
It would be great if there are commands that return a limb angle based on the real world angle.
Or commands that can glue objects to limbs.
In DBPro there are commands that can do this. It's like a godsend
Is there any good way to 'glue' the hat to the limbs?