
Ragdolls are not so far, but I'm stuck:
- I can take the ragdoll and position his bodypart mirroring a pawn's bone rotation and position. In this way the ragdoll starting pose is the same of the animated actor.
- Then the ragdoll is ready to react and I can release it. The next step is to make the pawn's bone rotation and position follow the ragdoll bodyparts.
- There was a problem I was able to solve (yeah!): now I can move and rotate the actor mirroring the ragdoll root bodypart (that is the torso). So I have the pawn attached to the ragdoll torso, following it strictly in position and rotation
Now the hard part(!!!):
- I need to rotate the arms and legs but I can't assign an absolute rotation relative to the world axis. I can only set a local rotation relative to the actor vectors. This is a math problem.
Resumé:
- I get the worldaxis rotation of the bodyparts
- I attach the actor to the main bodypart (torso) rataing andd moving it. In this way I change the actor vector making it reflect the worldaxis rotation of the bodypart.
- I need to set the rotation of the bones assigning a local rotation
How can I get the local rotation data to assign on the bones????