Yeah.. now I got there.
I got the correct position, but it's facing wrong direction.(I'm using
glasses instead of the left foot :0)
I think I know what's the problem, but I don't know how to calculate
it correctly.

Can you give me some idea?
Thanks

On Mar 31, 7:08 pm, katopz <[email protected]> wrote:
> 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.
>
> --
> katopzhttp://www.sleepydesign.com

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