Hello everyone!
I'm using Orion Software (V3.1) and Unity 5.3.3f
I'm trying to map the rotation of the fingers from a RigidHand to a Humanoid Mesh via the Animator.
I'm done a simple script, with C#
void OnAnimatorIK(int layerIndex)
{
Quaternion localRotation = Quaternion.identity;
//Debug.Log("" + LeftHand.rigidHand.fingers[1].bones[0].localRotation.eulerAngles.ToString());
localRotation = LeftHand.rigidHand.fingers[1].GetBoneRotation(1);
_animator.SetBoneLocalRotation(HumanBodyBones.LeftIndexProximal, localRotation);
}
LeftHand is a custom struct created in order to handle the data.
But the bones on the mesh are not rotating correctly.
I'm just trying to rotate the proximal phalanx of the index.
Thanks!!