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Attach children to this transformation. For example you can attach a weapon to a hand of a character model. If the hand is animated, it will move the weapon together with it. See examples/animations/expose_transformations_to_animate_children for a demo.
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You can observe the animation of some joint from code, e.g. to react to it ("when the hand moves high, play a sound").
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(TODO) You can manipulate the transformation from code, e.g. to move the hand of a character model to a specific position. This allows to do animations, including skinned mesh animations, using code, and potentially even do "inverse kinematics" in a manual way. The animated mesh stays part of the parent
TCastleScene
, but you can manipulate the joints from code. -
(TODO) You can attach physics rigid bodies to the exposed transformations, and thus make parts of the model affected by physics.