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? To unsubscribe from this group, send email to away3d-dev+unsubscribegooglegroups.com or reply to this email with the words "REMOVE ME" as the subject.
