Hmm... no.. whether or not I remove them from the ObjectContainer3D, I
still get the same issues. I'm not really worried about the y-axis
displacement anyway, I just want to try and get them all animating.

On Jul 8, 2:23 pm, Michael Iv <[email protected]> wrote:
> 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_ma...
> > 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.comhttp://blog.alladvanced.nethttp://www.meetup.com/GO3D-Games-Opensource-3D/
> Tel:054-4962254
> [email protected]
> [email protected]

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