Hi,

I finally worked it out myself. And it was so stupidly simple! Dam!

var staticMesh = colladaChild.vertices.concat();
var m = new Matrix3D();
// colladaChild is the static mesh I want to transform
var t = colladaChild.parent;
while (true) {
        if (t == null) break;
        m.append(t.transform.matrix3D);
        t = t.parent;
}
m.transformVectors(staticMesh, staticMes);

On Jun 21, 10:58 am, tarwin <[email protected]> wrote:
> 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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