Dealing with bones in Godot...
I'm asking for help because I can't find a proper way to deal with rest pose in godot.
My goal is to scale a bone from the Rest pose (why rest pose, because I want animations to play on top)
First thing, I wanted to simple display the rest pose bones and calculate the different bone sizes which are wrong compare to what blender gives me. (Btw: scaling the y basis of the bone rest transform won't do what I want as it's skewing the matrices down the chain)
var start = GetBoneRest(id); var end = GetBoneRest(idEnd); GD.Print("Length: " + (end.origin - start.origin).Length());
Rest * Custom * Pose -> this is giving me the right transform of the RestPose (even relatively speaking).
Any help is more than welcome, to be honest dealing with bones right now in Godot is a nightmare, it lacks an easy way to control bones programmatically, for instance in Unity you just manipulate Transforms as bones making life so much easier.