hey ron For future reference - cloneAll does what you want without hacking :)
atb Rob On Wed, Sep 24, 2008 at 8:26 PM, Fabrice <[EMAIL PROTECTED]> wrote: > > ah nice to see, you've adapted :)) > > clone is not duplicating the mesh info fully. > Its referencing the vertices to save data. > Thats why it was affecting all the other clones... > > Fabrice > > > > On Sep 24, 2008, at 9:09 PM, ron wrote: > > >> And I just change the Mesh code's clone method, so that it also clones >> the geometry instead of just assigning the reference to it, and it >> seems that it fixes the problem, only the object I selected will >> rotate. I just don't have knowledge on the design behind the code of >> not cloning a geometry when you clone the Mesh.. >> >> Ronald >> >> On Sep 24, 11:57 am, ron <[EMAIL PROTECTED]> wrote: >> >>> Thx for replying!. >>> >>> I just try the applyRotations() function. And this is the problem I >>> see.. >>> >>> My objects are all "cloned" out of a single master object. What I see >>> is that when I call that applyRotations() function of a rotated >>> object, all instances got rotated.. the rotations however is correct. >>> >>> Is there any easy/built-in way to work around that?? >>> >>> Ronald >>> >>> On Sep 24, 11:23 am, Fabrice <[EMAIL PROTECTED]> wrote: >>> >>> then use myOb as Mesh.applyRotations(); >>>> >>> >>> Fabrice >>>> On Sep 24, 2008, at 7:21 PM, ron wrote: >>>> >>> >>> Actually, let me rephrase that.. >>>>> >>>> >>> I don't want my object to rotate using the model's coordinate system, >>>>> since it has its own pivot.. >>>>> >>>> >>> I just want when I rotate the cube, its own coordinate system will not >>>>> rotate also. >>>>> >>>> >>> Ronald >>>>> >>>> >>> On Sep 24, 10:11 am, ron <[EMAIL PROTECTED]> wrote: >>>>> >>>>>> Hi, >>>>>> >>>>> >>> I am trying to rotate a object3d, and neither using rotationX/Y nor >>>>>> pitch/yaw gives me the result that I expect. >>>>>> >>>>> >>> The issue seems that these functions will rotate the object's own >>>>>> coordinate system. >>>>>> >>>>> >>> For example, when I rotate the obj around the y-axis (a horizontal >>>>>> rotation), then I want to rotate the object around the x-axis. At >>>>>> this >>>>>> point, from my point of view, the x-axis become the z-axis and the >>>>>> rotation looks to me like it is rotating around the z-axis. >>>>>> >>>>> >>> Are there functions that allow me to rotate object, but using the >>>>>> whole model's coordinate system? Since these rotation actions are >>>>>> initiated by user (me), it only makes sense if it rotates according >>>>>> to >>>>>> the global coordinate system. >>>>>> >>>>> >>> thx. >>>>>> Ronald >>>>>> >>>>> > -- Rob Bateman Flash Development & Consultancy [EMAIL PROTECTED] www.infiniteturtles.co.uk www.away3d.com
