Tell me something .Is it possible that the mesh of head sits inside
ObjectContainer3D. If so it can be because of local space to global coords
missmatch.I had such a problem when animating a mesh with FaceLink around a
model which mesh was inside ObjectContainer3D( the usual state for loaded
geometry).What I have done was to remove the actual mesh from the Container
and to add it directly to the scene ,
Also try to re-center pivotPoint

On Thu, Jul 8, 2010 at 4:15 PM, Burvs <[email protected]> wrote:

> 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.
>



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Michael Ivanov ,Programmer
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