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
