bug computing transformation matrix relative to parent
I have to compute the transformatin matrix of a bone relatively to its parent.
I can't use "in coordsys parent" anymore because I need to do some computations on the transformation matrix, but I left out this computations for the moment because I didn't manage to compute the correct transformation matrix relative to the parent.
"in coordsys parent myBone.transform" returns the world transform matrix (strange?), so I noticed the problem by the extracted rotation quaternion which is not correct.
The code I used before:
local myPosition = in coordsys parent myBone.position local myRotation = in coordsys parent myBone.rotation local myScale = in coordsys parent myBone.scale
The code I use now:
local myBoneTransform = myBone.transform if (myBone.parent != undefined) then ( myBoneTransform = myBoneTransform * (inverse myBone.parent.transform) ) local myPosition = myBoneTransform.position local myRotation = myBoneTransform.rotation local myScale = myBoneTransform.scale
I should obtain the same results in old and new code. But that's not the case!
What am I doing wrong?