you do good, except you probably target the wrong mesh.
try, just to make sure, to assign a new material to the mesh you try to rotate.

note also that using the exporter you can access the meshes and groups the easy way.

var holder:ClassExport = new ClassExport();

for (var i:int = 0; i < holder.meshes; ++i){
        trace(holder.meshes[i].name);
}

holder.meshes  --> array of meshes
holder.containers  --> array of ObjectContainer3D's

Fabrice

On May 24, 2009, at 12:41 AM, LarryM wrote:


I'm having trouble with rotation; here is the sequence of steps and
results of each.
- load Collada model; renders nicely
- rotate entire object; works nicely
- locate certain child by name; found
- rotate just that child; works nicely
- export to AS file; works nicely (on fast machine)
- compile to its own swf; no problem
- load SWF into Flex @ runtime; renders nicely
- rotate entire object; works nicely
- locate certain child by name (same name as above); found
- rotate just that child; nothing changes
I have the rotation incrementing inside onEnterFrame.  In both cases
the CPU indicates lots of computations occurring but only in the
Collada case does the child actually rotate.
I was expecting the behaviors to be the same.  What am I doing wrong?
Larry

Reply via email to