Currently, the Lua API allows controlling animations through SkinnedMeshRenderer, but does not provide access to the underlying skeleton or bones.
This makes it impossible to modify bone transforms at runtime (position, rotation, scale), which prevents implementing features such as procedural animation, IK systems, or gameplay-driven adjustments.
It would be useful to expose bones to Lua, allowing:
• Access to bones by name or index
• Reading and modifying local transforms (position, rotation, scale)
Example use case:
local iHead = skinnedMesh:GetBoneIndex("Head")
skinnedMesh:SetBoneLocalRotation(iHead, qRotation)
This would significantly improve flexibility for animation systems and scripting without requiring engine-side modifications for each use case.
Currently, the Lua API allows controlling animations through SkinnedMeshRenderer, but does not provide access to the underlying skeleton or bones.
This makes it impossible to modify bone transforms at runtime (position, rotation, scale), which prevents implementing features such as procedural animation, IK systems, or gameplay-driven adjustments.
It would be useful to expose bones to Lua, allowing:
• Access to bones by name or index
• Reading and modifying local transforms (position, rotation, scale)
Example use case:
local iHead = skinnedMesh:GetBoneIndex("Head")
skinnedMesh:SetBoneLocalRotation(iHead, qRotation)
This would significantly improve flexibility for animation systems and scripting without requiring engine-side modifications for each use case.