#can we get a bone rotation, for example the head?
1 messages · Page 1 of 1 (latest)
query.bone_orientation_trs('head').r.x
Tho that query has been unreliable for me recently
It does work like I checked
do you have any example about that query working properly?
You'll have to use a complex expression cuz otherwise the parser complains
wdym?
"pre_animation": [
"v.state = q.is_in_water ? q.bone_orientation_trs('bone_3') : 0;",
"v.state = v.state != 0 ? v.state.t.z : 0;"
]
what is .t?
Transformation
what? I though the only options was rotation, position and scale, what it transformation?
T is transform/translation, which just means position
I think of it as rot_ation_ and trans_lation_
ooh, thank you!
Does that query work for any custome bone? I can’t seem to get it to work for custom ones
Yeah it was very unreliable when I tried it
Kept saying the player didn't have a head bone
The whole Molang system is kind of a mess these days tbh
The documentation certainly doesn't help either lol
Head works for me though
Ah right it's translation. So, position
Did you make it work? @cyan vessel
no
and you?
it throws a log error saying that I need a queryable geometry
how?
Then you need to set querable geometry a queryable geometry to the entity
how? I already added in my client entity this "queryable_geometry": "geometry.orkling"
Oh, mb
not exactly sure, but I'm no longer using query.bone_orientation_trs cuz it doesn't suit my needs