Hi Stefan, _tree.addChild(myMesh); is the way to go. But the model needs to be IN the BSP tree.
So best way to practice is use Prefab in steps. 1/ you assemble your tree with addons in thirdparty editor or Prefab. note here that if you do change scale (in Prefab, best result are obtained when model is in 10/50k size) its a good idea at this point to save this model as regular awd. This will help you if you want reedit textures/move items 2/ you delete the addons in Prefab if they are still in scene or import only tree model in Prefab you generate the bsp awd. save awd 3/ you import the addons meshes, you can use the previously saved awd to help you assemble if you haven't done that previously 4/ you export the addons as as3 or awd, say saved as "myAddOns". 5/ showtime in flash just add an import of the myAddOns(); or embed.load if you have exported as awd in case of as3 and if more meshes and if you want add move events, access materials etc... loop over the meshes array, add your stuff to them, and addChild to tree. done Fabrice On May 7, 2010, at 9:13 AM, Stefan wrote: > Hello guys, > wow, just managed to create an awd with BSP... So much fun! =) Thanks > away3d team! > > Now I would like to add some simple models that do not need any > collision detection. > Should I add the models in preFab anyway, or better import them and > add them to the scene? > > When importing the model an adding it to the scene ... > _view.scene.addChild(myModel); > ... it is displayed, but moves with the player's position. I guess > this it because the "room" itself is moved, right? > > I also tried adding the model to the tree... > _tree.addChild(myModel); > ... but then the model is not displayed. > > What would be the correct way to do this? > > Thanks in advance, > Stefan
