Things have been a little slow going on account of me trying out an online Calculus course, and also starting an exercise program. I did get a few hours in here and there to make some progress though.
I got the rig exporter working, it went slower than usual because I wasn’t too motivated due to bad workflow. I also got the rig loading into the game\engine and procedurally animating.
Most of that code already existed, but it had a requirement that bones be connected head to tail. The rig I’m using doesn’t follow those guidelines, so it was not possible to line-render the results. I ripped the system apart and added support for offset bones.
The unfortunate part is that this requires storing double the amount of bone transform instances since I need to offset from the parent’s tail and then from the self’s head. That probably wouldn’t fly in a “real” game, but since the extra storage can be disabled in release builds, it’s not an issue.
The other solution is to require bones to connect end-to-end, but that doesn’t allow debug rendering of end-bones such as fingers and toes.