mbeytekin
Member
I'm searching for this for a while but I couldn't do yet. In original Spine Runtime there are some functions to do this.But I can't do with gamemaker.
I want to make some procedural animations like exploding bodies etc. I have a standart human skeleton. I calculate virtual points for each bone , x y positions and rotations in screen but I can't convert this values to skeletons local transforms. They're working depends to their parents and results are weird.
Is there any way to calculate world rotations or positions to local bone positions and rotations?
Here is information from Spine Runtime Web Documantation;
"
The world transform can also do the reverse, transform any point from world coordinates to the bone's local coordinates."
I want to make some procedural animations like exploding bodies etc. I have a standart human skeleton. I calculate virtual points for each bone , x y positions and rotations in screen but I can't convert this values to skeletons local transforms. They're working depends to their parents and results are weird.
Is there any way to calculate world rotations or positions to local bone positions and rotations?
Here is information from Spine Runtime Web Documantation;
"
- x and y
- rotation
- scaleX and scaleY
- shearX and shearY
- a, b, c, and d This is a 2x2 matrix which encodes the combined rotation, scale and shear of the bone and all parent bones back to the root. a and c are the X axis, b and d are the Y axis.
- worldX and worldY This is the world position of the bone, where the world coordinate system is the coordinate system the root bone is positioned in.
The world transform can also do the reverse, transform any point from world coordinates to the bone's local coordinates."