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

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