get the last world matrix computed in last render().
NB: this WM is computed in last render() only if the object was not clipped. So use it wisely.
NB: this WM may also not be computed in last render() for "Lod skeleton" reason. ie if the skeleton is too far, the engine may not compute a bone (for speed). To avoid problem, you should ask the artist what bones have such a scheme, or you could stickObject() a dummy (eg a UTransform) onto this bone, because in this case, this bone will always be computed.
Implements NL3D::UBone.
Definition at line 70 of file bone_user.h.
References NL3D_MEM_BONES. |