Tangents are vectors in object space that are usually perpendicular to the normals. Binormals (which are also sometimes called bitangents) are usually perpendicular to both the tangents and the normals. In all common tangent spaces used today, tangent vectors correspond to pointing to the right on your UV map in 2D space.…
Why not both? I'd recommend most animation to be done as in-place. Calculating offsets with baked-in motion of the root gets really complex. If you need a lurch animation with in-place, you could calculate the animation offset of the new ground position and reverse-transform to get the new root position for the next…
it's a simple question but i didn't find any way to do it. Is there a way to assign a hotkey for "Go To Unmasked Mesh Center" on the new transform gizmo?