I’m trying to find out how to port my IK framework into Lumberyard. The first step to take is to control the transformation of a bone of an actor. Is this possible in Lumberyard?
EDIT: got a little bit further and found that you can get the ICharacterInstance* via the following code:
ICharacterInstance* pSkeleton = nullptr;
LmbrCentral::SkinnedMeshComponentRequestBus::BroadcastResult(pSkeleton, &SkinnedMeshComponentRequests::GetCharacterInstance, GetEntityId());
This ICharacterInstance* would allow bone transformations. However now I am stumbling on a new problem, namely how to get the correct include. The ICharacterInstance struct is defined in the ICryAnimation.h file , but this include file is not found in visual studio.