Right now you can only use the bone types for the biped skeleton which are only 28. I think we should be able to use the bone name instead of its type for deform keys with bone scales when defining skins in skins.xml. This will allow more control in races that use a custom skeleton.
Summary: When using blend_with_action / blend_with_animation in resource browser, the resulting autogenerated animations use the human skeleton rather than the custom skeleton causing multiple assertion errors about the number of bones. The game doesn't crash, but the additional bones dont have...
Can an agent skeleton be changed after the agent has been built?
I tried using AgentVisuals.SetSkeleton() but the character becomes all wonky with all the bones pointing to the right. And many functions cause the game to crash such as SetActionSet.
This occurs even when using the native...
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