I am trying to create something like Anim Dynamics (in UE) or Wiggle Bone (in Blender), but I cannot manage to change the position of bone in runtime.
I tried:
sk = Actor.As<AnimatedModel>().SkinnedModel;
var b = skMesh.Bones[5];
b.LocalTransform.Orientation = Quaternion.Euler(20, 40, 60);
sk.Bones[5] = b;
But it doesn’t seem to take effect.
Btw, what’s the difference between SkeletonNode and SkeletonBone