you can try getBoneByName and attach mesh on that, but it's just really hard to get proper position, cause you have to put left foot to 0,0,0 refer to scene and then it will get 0,0,0 refer to bone...confuse ehh? no worry you will get this after finish attach it
just getBoneByName and addChild that mesh 1st ;) hth On 1 April 2010 07:57, Todd L. <[email protected]> wrote: > I have an avatar and exported it to a collada file with animations. > When I load this collada file, animation plays well. > > Now, what I'm trying to do is to partition this collada file into two. > (don't ask why.. but I'm trying to test something :P) > > I exported only the mesh of the left foot as a separate collada file > (1), and remaining part as another collada file (2). > > I tried to load file #2, and then loaded file #1. > Initially this left foot is in the correct position, but when > animations start, left foot stays there, and remaining body parts move > all around. > > I know that this mesh needs to be weighted, but I can't find how to do > it in this case. > When they're in the same collada file, it's done when the collada file > is parsed. > > I tried to decode the collada.as source code, but it's too difficult > to follow. > > Is there any easy way to make this happen? (I saw FaceLink class, but > it doesn't seem to fit in this case) > I want to do it in a similar way that Collada.as does. > > I'm not sure my question makes sense... > > Thanks in advance. > > > -- > To unsubscribe, reply using "remove me" as the subject. > -- katopz http://www.sleepydesign.com
