Hello all, I am working on a mod where I want to utilize the Torque3D ShapeBase class. Part of my requirements is to procedurally animate a rigged mesh by setting the transform of nodes in the ShapeBase class's shape instance. I will also be utilizing the animation threading system of the ShapeBase class so I can make layered animations. Unfortunately, I am at a roadblock here. Since I do not have access to the C++ source code I cannot expose the nodes from the TSShapeInstance class to the lua engine. I would be very thankful if one of the BeamNG developers could expose getters/setters for nodes similar to this example: https://torque3d.org/forums/topic/1266-get-nodebone-position/ Thank you P.S. Not sure if it's against the rules to ping the devs here. I'll ping @Car_Killer, @synsol and @Ai'Torror since they are listed on the Mod Support page.
Have you considered using a TSShapeConstructor? https://torque-3d.readthedocs.io/en/latest/script/class/TSShapeConstructor.html These functions are exposed to Lua by scenetree.findObject() and might be helpful to you: