I have a model created in 3ds max with a bone structure in it. Several
objects are linked to the bone structure using the "Skin" modifier.
The file is exported to Collada fileformat, and imported in away3d. I
animate the bones using jointRotationX, and the linked objects move
along. So far so good.

Now I want to read out the position and rotation of the just moved
object compared to world coordinates. I only get zeros for all
position and rotation numbers when I do:

trace("position: " + model.getChildByName("object-node").position); //
output: position: x:0 y:0 z:0
trace("X: " + model.getChildByName("object-node").rotationX);. //
output: X: 0

but if I do this:

trace("position: " + (model.getChildByName("object-node") as
Mesh).vertices[0].position; // output: x:11 y:100 z:56

I get the world coordinates of 1 single vertex, but a vertex doesn't
have rotation variables. Maybe I can get them by taking multiple
vertexes and do some calculations, but I prefer to use the inbuild
functions for this.

Any help on getting the current rotation of an object that is moved by
a SkinAnimation?

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