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Asked By | Darxkl05 |
The thing is, I can actually modify the bones’ positions, but I can only do it through matrix. Instead of letting me modify position/rotation/scale using XYZ axis, the inspector shows me 4 different rows. The issue with this method is that it makes it very hard to keep the model consistent when it comes to scale. Is there a way to modify this bones using the normal XYZ axis for location, rotation and translation, like the transform property in any other node?
(The only way I can seem to move the bones) :
Btw, I want to animate bones inside the engine because my blender model’s animations get bugged when I import them in godot.