void GetInitialRotations()
{
if(offsetNode != null)
{
// Store the original offset's rotation.
originalRotation = offsetNode.transform.rotation;
// Set the offset's rotation to 0.
offsetNode.transform.rotation = Quaternion.Euler(Vector3.zero);
}
for (int i = 0; i < bones.Length; i++)
{
if (bones[i] != null)
{
initialRotations[i] = bones[i].rotation;
}
}
if(offsetNode != null)
{
// Restore the offset's rotation
offsetNode.transform.rotation = originalRotation;
}
}