>
> 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?
>

it should be. can you try uploading your problem model again - would be good
to see what is going wrong with the rotations

cheers

Rob

On Wed, Mar 24, 2010 at 12:43 AM, tarwin <[email protected]> wrote:

> 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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-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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