ohthepain написал
I think he means the bone transform, which has a rotation, translation, scale, and shear
While I don't understand what you mean by "the bone transform", I'm fine if you do 🙂.
ohthepain написал
I think I get it. I'm using the wrong metaphor. I should move bone up and down, not to rotate it around x.
It does not matter which of the local Bone properties x, y, rotation, scaleX, scaleY, shearX, shearY
you change, you should always change them via the UpdateLocal
callback delegate as linked above. This way you update your local bone locations after animations have been applied, but before world locations of each bone are calculated. If you update them at the wrong time (e.g. in Unity's Update
or LateUpdate
), they will potentially be overwritten by animations or have no effect.