As I said, you cannot enable physics on "bones" - you have to emulate it!

Bones positioning: when you reset an entity with its bones, each bone has a position of 0,0,0. This means: to determine the actual bone position you..

  • take the relative vector from the origin to the bone (maybe you have to scale it acordingly to the entity's scale)
  • rotate this vector with the entity's pan
  • and add to this vector the origin of the entity
  • now calculate the difference vector from the bone to the target
  • divide the length through the uniform scale of the entity
  • rotate the vector with the negative rotation of the entity


THIS vector result will be the offset you ADD to the bone so that the bone will be placed at the desired global position in space.

Hope, that helps you.

Cheers - Christian