well I'm starting to work out some bone animation stuff since I could find anything that worked for me. at least this way when its done I'll know how it works. I'm using a modified version of user137's getangle to pose him at the moment. this version works with negitive values. now all I need is to get it working on the other axis's
in case it's useful to someone.
Code:
Function GetAngle(vVec1,vVec2:TFlt3):TFlt;
Var
  v1,v2:TFlt3;
  vA:TFlt;
begin
  v1:=VecFlt3(0,1,0);
  v2:=VecNorm(VecSub(vVec1,vVec2));
  vA:=ArcCos(VecDot(v1,v2))*(180/PI);
  if v2.X<0 then  result:=-vA else result:=vA;
end;
Man1.jpgMan2.jpg
as you can see my shader has improved a bit.