I think that's what i need to do. Does anyone know how to convert
these matrices into rotation values?
For example, the first on in my class exported from Prefab:
var m0:MatrixAway3D = new MatrixAway3D();
m0.sxx = 1;
m0.sxy = 0;
m0.sxz = 0;
m0.tx = -551.9778*_scale;
m0.syx = 0;
m0.syy = 1;
m0.syz = 0;
m0.ty = 217.2765*_scale;
m0.szx = 0;
m0.szy = 0;
m0.szz = 1;
m0.tz = 818.3411000000001*_scale;
Otherwise, I have a list of the rotations as they were when they left
3DSMax, but Prefab seems to have re-arranged the order for some reason
so I can't match them back up...
On Jul 1, 2:22 pm, savagelook <[email protected]> wrote:
> Is the model rotating, or the individual meshes? If the model is
> rotating then it is correct that the rotations for the meshes would be
> zero. Are you looking to get the global orientation of your meshes
> after the model rotates? I'm sure this can be done with matrices, but
> I'm not the one to ask about that.
>
> On Jul 1, 7:04 am, kyma <[email protected]> wrote:
>
> > Ok, I am accessing the right object, I just can't seem to retrieve the
> > correct rotation values for it. They all seem to be zero. If my
> > meshes are all rotated around a circle, can I get their rotationY
> > value?
>
> > On Jul 1, 11:22 am, kyma <[email protected]> wrote:
>
> > > I have a model that contains 25 meshes. I cycle though the meshes,
> > > adding mouseevent listeners. When I click on one of the meshes
> > > though, the event.object just gives me the model. How can I access
> > > the actual mesh that was clicked from the event object?
>
>