are you sure it doesn't work? its not a protected property, its a Mesh method.
keep in mind nothing is visible on screen...

just to make sure:

mesh.rotationY = val;
trace( mesh.rotationY);
mesh.applyRotations();
trace( mesh.rotationY);

if traces 0,0,0 on second trace its working...

Fabrice


On Aug 17, 2009, at 10:51 AM, Axelray wrote:


Thanks for the replies as always.

I'm not sure if I'm right but, i can't use applyRotations(), i think
because its a protected property? the only way i can access my main
body is like this

(_mesh.handle as Mesh).rotationY and when i try (_mesh.handle as
Mesh).applyRotations() (i assume this is how it supposed to be used)
well it doesn't work.

But before that, i tried experimenting with a Cube and a Cone, i used
FaceLink to link the cone to the cube. The weird thing is when i
change the offset, instead of my cone going towards or away from the
cube, it rotates (orbits) around the cube instead. I'm currently using
the 2.2 version.

Thanks in advance

Axel

On Aug 17, 3:25 pm, Fabrice3D <[email protected]> wrote:
try applyRotations() to your main model before.
the class uses object space coordinates

Fabrice

On Aug 17, 2009, at 7:48 AM, Axelray wrote:



Hi, I'm trying to use the FaceLink class but can't get it to work
properly x_x it seems that when i rotate the body, the hair doesn't
rotate but flips when i do a 180 rotation.

On Aug 14, 6:32 pm, Axelray <[email protected]> wrote:
Hi Frabrice, thanks for the reply, it wasn't on the online
documentation, I'm currently looking at the actual class right
now. :)

On Aug 14, 5:30 pm, Fabrice3D <[email protected]> wrote:

take a look at FaceLink class in animators package

Fabrice

On Aug 14, 2009, at 10:59 AM, Axelray wrote:

Hi guys, its my first time here, i was wondering if there is some
kind
of parenting in away3d. My project is like this

i have a character model which is in md2 format and loaded into
away3d
with the animations included. Now, the thing is, i have a feature
that
changes the hair style of the character. Right now the only work
around is to have another separate MD2 file for the hair with the
same
animations as that of the character, but that would increase my
file
size in the long run.

I wonder if there is anyway where i can just load the hair model
(without animations) and 'parent' it to a body or a mesh (at least
there would only be one animation for the hair and still have
different models with without animation).

Cheers!

Axel

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