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. > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net http://www.meetup.com/GO3D-Games-Opensource-3D/ Tel:054-4962254 [email protected] [email protected]
