hey Kakakerlus,
a common error by exporters is to add the offsets to vertices.

dunno if of any help here, but try

mymesh.applyPosition( (mymesh.minX+mymesh.maxX)*.5, (mymesh.minY +mymesh.maxY)*.5, (mymesh.minZ+mymesh.maxZ)*.5);

you can now rotate, move, it will be according to own center, not the world 0,0,0

Fabrice


On Jun 11, 2009, at 7:54 AM, kakakarlus wrote:


i doubt if putting the head inside an ObjectContainer3d would solve
the problem.

the thing is that the head is not in the 0,0,0 when i edited it in
milkshape3d it was floating.

and when its added in the objectcontainer3d i placed it at 0,0,0 same
with the other body parts so that they'd all fit together.

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