I'm using Physx..but it doesn't matter I think, since
there are no other way to attach the character bones to rigidbody hierarchy. I cant use entityparent.
Yes I should create a type, where to store positional and rotational offset for each bone!...
there are no other way to attach the character bones to rigidbody hierarchy. I cant use entityparent.
Yes I should create a type, where to store positional and rotational offset for each bone!...