Ah, that does sound very interesting! I had no idea bones could be assigned
multiple controllers. Is there any advantage to doing this other than
splitting the controllers to reference vertices in different meshes?

If you are happy to publish your source, i can have a look at integrating in
a patch

cheers

Rob

On Wed, Oct 6, 2010 at 8:47 PM, RavenWorks <[email protected]> wrote:

> Just thought I'd bring this to people's attention in case anyone else
> is having the same problem; I was trying to use a DAE file consisting
> of two objects both skinned to the same skeleton (i.e. a body and a
> removable jacket). The jacket worked, and most of the body worked, but
> any bones that the jacket and body were both skinned to all stretched
> down to the origin of the scene.
>
> Long story short, Collada.buildAnimations assigns a single
> skincontroller to a single bone. I replaced the Bone.controller
> property with a vector, and then tweaked the relevant methods in all
> the related classes (i.e. "bone.controller = _skinController;" to
> "bone.controllers.push(_skinController);", etc.) and now multiple
> objects with a single skeleton work fine.
>
> Something to keep in mind for future versions! Am I the first person
> to run into this?




-- 
Rob Bateman
Flash Development & Consultancy

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

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