Are you scaling the meshes in any way? Is there anything you're doing
special? Care to show us a bit more relevant code? i.e. all code where
you setup the collider actors and the meshes?

Greetings,

On 1/31/07, Thomas Teufel <[EMAIL PROTECTED]> wrote:
> Those sprites are moved with Crystal Space C++ code by a collider actor.
>
> Here a more exact description:
>     I just move one iMeshWrapper object by the collider actor.
>     All the other sprites are set as children of this iMeshWrapper with
> this code:
>         spriteObj->GetSceneNode()->SetParent(parentObj->GetSceneNode());
>
>     There are six out of 43 sprites that shield the ability to move
> parentObj in world space.
>     All of those 43 sprites are loaded within one loop. So the code is
> exactly the same.
>
>     And also the sprites were modelled and exported the same way .. as I
> already wrote.
>
> So far, so good ;)
> Thanks
>
>
> Amir Taaki wrote:
> > Hello,
> >
> > How exactly are you trying to move the sprite objects? Using Crystal
> > Space C++ code or through 3DS Max?
> >
> >
> > On 1/31/07, *Thomas Teufel* <[EMAIL PROTECTED]
> > <mailto:[EMAIL PROTECTED]>> wrote:
> >
> >     Hello!
> >
> >     I have some kind of moving issue at some of my 3d sprites.
> >     At various 3d sprites with each an individual shape some do move and
> >     some don't.
> >
> >     They all were exported the exact same way out of 3ds max.
> >     Also the loading command is the same.
> >     Loading works! .. no Errors or something like that are displayed.
> >     I can even see all of them with texture.
> >
> >     I move those sprites with a collider actor.
> >
> >     Is there something special one has to watch out at modeling a sprite?
> >     (There for example is one that is just a very simply shaped
> >     cylinder and
> >     it does not move.)
> >
> >     Or does anyone of you knows where the issue might be?
> >
> >
> >     Thanks a lot!
> >     Thomas
> >
> >
> >
> >
> >
> >     
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-- 
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and CEL (http://cel.crystalspace3d.org)
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