Apologies for the bad title:
I am trying to make an active ragdoll system. I have a Skeleton3D that I've generated the physical skeleton for, with a copy that plays a target animation that I would like the ragdoll to mimic, by using the angular springs on the 6DOF joints (this might not currently work with GODOT physics, but the angular springs work with Jolt - not relevant to the question either way).
I can not for the life of me figure out how to translate the rotational difference from the skeleton's pose to the joint's target. Getting the rotational difference in the bone's local space is easy, but translating that to the PhysicalBone3D's space has me stumped.
Is someone here a rotational genius that can figure this out?
Secondly - is there a resource out there that explains how the Create Physical Bones process actually works or would I have to go read the source? From how the nodes are laid out, you would assume that the initial transform of each physical bone should be equal to the get_bone_global_rest for that bone, but that is not the case.