far as i know there is no easy way to do this...you can try keep (maybe
clone) original animation info some where, and then apply new value to them
(which mean you didn't override but multiply)

see away3d.animators.skin.Bone , you should get some idea there
may be you can override rotation , or add multiply function here

hth

On 12 February 2010 02:58, kensuguro <[email protected]> wrote:

> I got a collada with keyed bones, and I want to grab one and change
> its rotation at runtime.  But instead of just overriding, I would
> preferably blend the paramter..  is it possible to change the
> paramters post transformation from keyframes but pre render?  for ex,
> if the keyframe's rotationY is at 30, then I'd want that to be
> applied, so I can use the value to calculate what the final rotation
> should be, apply it, and then render it.  I'm doing a character with a
> free looking head.
>



-- 
katopz
http://www.sleepydesign.com

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