Hi all, I'm having some trouble getting an animated collada with separate meshes to display correctly, and I'm not even entirely sure what I'm trying to do is possible.
What I'm achieve is to have an animated 3d character which the user can then customise in various ways by applying some simple transformations to individual meshes within the model (head, arms etc). Here's a demo of the un-animated character loading in correctly (the character is made of separate meshes - you can scale the head using the slider - ignore the mis-alignments): http://www.antifuzz.com/projects/ninjaTest/test1 Here's another demo of the animated character as a single mesh: http://www.antifuzz.com/projects/ninjaTest/test2 So far so good. The problem comes when I try and combine the two techniques and load in a collada which has the bones animation, but the various parts of the character as separate meshes. what I'm getting is this: http://www.antifuzz.com/projects/ninjaTest/test3 As you can see, for some reason, only one mesh of the character is getting animated (and the rest are oddly offset on the y axis from where they should be). The odd thing is that it's not always the same part of the character that animates each time you refresh. This indicates to me that all the animation data is in there somewhere... I'm just a bit stumped as to how I can get it to apply to all the meshes at once. The code I'm using for the animation is: var animator : BonesAnimator; var animationLibrary:AnimationLibrary = _model.animationLibrary; animator = animationLibrary.getAnimation("default").animator as BonesAnimator; The collada file in question is here: http://www.antifuzz.com/projects/ninjaTest/test3/06_ninja_animated_max2009_splitmesh.DAE It's being output from 3DSMax 2009 using ColladaMax 3.05C. Very grateful for any help anyone can give me on this.
