I think you're going to need one of the actual developers to answer
this one, but I think it might be a little more complex than just
rotating the bone. I think (just a guess sorry) that there's a bunch
of other transforms that need updating as well, which might be handled
by the BonesAnimator class. Maybe? Dev comment?

On Mar 23, 6:23 am, "SGP.Den" <[email protected]> wrote:
> Hm... Perhaps the problems with access to the uploaded files?
> In any case, here's what I had in mind
>
> // load model ---------------------------------
> var material:BitmapMaterial= new
> BitmapMaterial(Cast.bitmap(hingeBitmapSrc));
> this.container=Collada.parse(hingeModelSrc, {material:material});
> this.container.scale(5);
> this.view.scene.addChild(this.container);
>
> // select some bone for testing
> // try to rotate it
> bone.jointRotationX+=angle
> // or
> bone.rotationX+=angle
>
> I understand that bone.jointRotationX should rotate the bone
> considering the transformation of the parent bone, but visually I'm
> getting some kind of nonsense.
> Ideally, I dream of finding a way to rotate the bone in the code, so
> that the result was the same as rotate it in the editor (in my case -
> Blender). Is this possible?

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