Hey Joshua

some of the internal listeners for re-parenting were updated in the latest
trunk version of the fp10 engine 3.5.2

would it be possible for you to check this problem against the latest trunk
code, and see if you are still experiencing the issue?

cheers

Rob

On Sun, Sep 5, 2010 at 1:12 AM, Joshua Granick
<[email protected]>wrote:

> I can try.
>
> Here's some more information about it:
>
>
> SETUP:
>
>
> I use the Collada loader to create two objects. Each is named then placed
> inside of a new ObjectContainer3D.
>
>
>
> THIS WORKS:
>
>
> I remove one of the objects from it's ObjectContainer3D parent, and add it
> inside the other object
>
>
>
> THIS DOESNT WORK:
>
>
> I remove one of the objects from it's ObjectContainer3D parent, and add it
> to the other object's parent ObjectContainer3D
>
>
>
>
>
> Now that I think of it, I think both objects are given the same name. It
> could be that there are problems with having two objects with the same name
> in the same ObjectContainer3D, or it could be how many levels deep the
> objects were. For example, I noticed that properties like minX and maxX work
> correctly when checking a mesh, but as its embedded within multiple
> ObjectContainer3D instances, these get inaccurate. Not sure if this is
> similar?
>
>
>
>
> On Sat, 04 Sep 2010 17:04:28 -0700, Rob Bateman <[email protected]>
> wrote:
>
>  Hey Joshua
>>
>> this is odd behavior indeed. The original version you describe is correct
>> for Away3D, but i am at a loss to explain why this no longer works for
>> you.
>> Would you be able to isolate the problem in a simple test class?
>>
>> Rob
>>
>> On Mon, Aug 30, 2010 at 5:51 AM, Stephen Hopkins <[email protected]
>> >wrote:
>>
>>  Hm you sure that object3d's don't move with the container? I remember
>>> testing the container with a offset cube and rotating the the
>>> container rotated the cube about the container's origin. I didn't try
>>> moving the container though.
>>>
>>> On Aug 27, 2:38 am, "Joshua Granick" <[email protected]>
>>> wrote:
>>> > Whelp, I thought I was stuck, but then I realized I have enough
>>> framework
>>>
>>> > around Away3D that I was able to update the attached object myself, so
>>> it
>>>
>>> > all sticks together.
>>> >
>>> > It would still be nice to know, though, for the future, if there's a
>>> way
>>>
>>> > to have child ObjectContainer3D objects move with their parent, like
>>> > Sprites do. I'm guessing this is probably a performance thing, though?
>>> >
>>> > On Fri, 27 Aug 2010 01:35:51 -0700, Joshua Granick
>>> >
>>> >
>>> >
>>> >
>>> >
>>> > <[email protected]> wrote:
>>> >
>>> > > Hey guys,
>>> >
>>> > > Here's the scenario:
>>> >
>>> > >   A) I have an ObjectContainer3D, which holds a mesh or primitive
>>> inside
>>> >
>>> > >   B) I have another ObjectContainer3D, which also holds a mesh or
>>> > > primitive
>>> >
>>> > >   C) I drag the second mesh to the first one, and I want to add the
>>> > > second ObjectContainer3D as a child of the first
>>> >
>>> > > In the last major release, I was able to do this fine. The second
>>> would
>>>
>>> > > attach itself to the first. If you clicked to drag the first object,
>>> > > both would move together. If you clicked the second one to drag, I
>>> could
>>> > > detach it again and let you move it elsewhere.
>>> >
>>> > > With Away3D 3.5, this is no longer possible. If I add the second as a
>>> > > child of the first, it doesn't act like its a child. It doesn't move
>>> > > when the first is moved. This is critically vital for my whole
>>> project
>>>
>>> > > that I'm upgrading.
>>> >
>>> > > Thank you for your help!!
>>> >
>>> > --
>>> > Joshua Granick
>>> > Owner / Lead Developer
>>> > [ eclecticdesignstudio ]
>>> > P: (916) 889-7306
>>>
>>>
>>
>>
>>
>
> --
> Joshua Granick
> Owner / Lead Developer
> [ eclecticdesignstudio ]
> P: (916) 889-7306
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

Reply via email to