Hi, Thanks for the help as always. Alas, that doesn't quite fix the problem. My problem is that I've got a Mesh that is bound to controllers / bones but is not skinned. If I freeze transforms it just sits there doing nothing (which makes sense I guess). The real problem is to read it's vector information in a global space rather than local mesh space. Or was this what that code is meant to be doing?
On Jun 18, 5:10 pm, katopz <[email protected]> wrote: > Hey tarwin > > i think you need to freeze transform, do try this libs instead > > http://away3d.googlecode.com/svn/branches/lite/libs > > and set _colalda.isFreezeTransform = true; before load/parse > > or in case you did your own "bunch of AnimatedMeshes" > you need to add... > @seehttp://away3d.googlecode.com/svn/branches/lite_builder/libs/away3dlit... > line 73, 74 > > // freeze transform > > > sourceMesh.transform.matrix3D.transformVectors(sourceMesh._vertices, > > sourceMesh._vertices); > > sourceMesh.transform.matrix3D.identity(); > > or just use my MD2Builder there no need to redo all this "bunch of > AnimatedMeshes" > in case it's already there full function import/play group/modify/export at > runtime ;) > > try explore here for > morehttp://away3d.googlecode.com/svn/branches/lite_builder/ > > hth
