Hi!
In my scene I have multiple instanced robots with single skeleton. When two of them get near enough each they should start shooting lasers.
Skeleton has a bone named "Arm.Gun L", its position and orientation already define the origin from where the laser is shot and its direction vector, the problem is that I can't find a way how to access the data. It need to be accessed and copied only once.
Find the bone:
this._bone = skeletons[0].bones.filter((b: BABYLON.Bone) => { return b.name === "Arm.Gun L"; })[0];
And when firing:
var l = this._laser.createInstance("l"); l.position = ? // this._bone.? l.rotation = ? // this._bone.?
After looking through the docs for Bone and InstancedMesh (together with its base classes Mesh and Node) the only useful thing I found are local and globalMatrix methods on bones (if I could apply localMatrix to laser would probably do what I want with some minor fixes), but haven't found any efficient way of applying to a laser.