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Access to bone rotations in getPedBonePosition or a new function "getPedBoneRotation" #1646

@Einheit-101

Description

@Einheit-101

Description
Currently we dont have access to bone rotations. We have the bone_attach resource, but it is not accurate, its calculations are not precise.

Describe the solution you'd like
I would like to see a function that gives the scripters bone rotations. The best way is to simply add them as additional return value in "getPedBonePosition", alternatively we could add a new function "getPedBoneRotation". Somehow GTA must know how to attach the weapon models to the ped skin so precisely, and that value is what we need.

Describe alternatives you've considered
Maybe someone has a working mathematical way to retrieve correct bone positions/rotations. I have not seen any bone_attach fork that does this correctly, attached weapon models are sliding or jumping around (a few millimeters only, but noticable when looking up close). And i do NOT talk about the 1-frame bone position delay, thats another issue.

Additional context
I just investigated the precision problem further and it is simply the fact that the distances of the hand bones are too short to get a smooth rotation value...

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