Note: quaternions and axis angle require to somehow refresh the viewport for the copy global transform to copy the correct transform. otherwise the bone keep the previous frame result. I tried a viewport refresh method that didn't seem to have any effect, so i just switch frame back and forth instead.
This might not be required once I implement #6
So it might be good to remove in the future. Otherwise, definitely needs a better and lighter solution.
Note: quaternions and axis angle require to somehow refresh the viewport for the copy global transform to copy the correct transform. otherwise the bone keep the previous frame result. I tried a viewport refresh method that didn't seem to have any effect, so i just switch frame back and forth instead.
This might not be required once I implement #6 So it might be good to remove in the future. Otherwise, definitely needs a better and lighter solution.