Comments (3)
You shouldn't really be using SetBoneWorldTransform for this, the world transform is the final bone transform and is recomputed every frame by SceneAnimationSystem.
The prefered way is to create bone objects and set the wheel bones to procedural, you can then just rotate the bone object locally.
sbox-dev_A5ipfmZ8ZD.mp4
If for whatever reason you can't or wont create bone objects, you can use SetBoneOverride instead like this:
[Property] public SkinnedModelRenderer Model { get; set; }
[Property] public float Yaw { get; set; }
protected override void OnPreRender()
{
base.OnPreRender();
var tx = Model.Model.GetBoneTransform( 2 );
tx.Rotation *= Rotation.FromYaw( Yaw );
Model.SceneModel.SetBoneOverride( 2, tx );
}
But it's advised to use procedural bones. (Because it's likely we'll stop access to the scene object at some point)
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Closing as wont fix - SetBoneWorldTransform is only really there if you're managing a scene model directly, the component is gonna be stomping world transform every frame.
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alright, thanks for letting me know <3
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