Hi,
I have a scene with 300 objects and thought I'd try adding some
Interpolators to spice it up. I managed a color one okay as I can
generate a single material object and associate it with multiple shapes,
just had to slow the cycle so that mouse responce was okay. But I wanted
to try a rotation to see how much load it would put on the program. Alas
this seems to have done odd things.
Here's the basic structure, can someone tell me why all the transforms
are moving to 0,0,0 giving me a very confused single visable shape? This
happens as the RotInt fires off. What I want it to do is give each of
the 300 Shape3D which have there own TransformGroups a rotation.
Create alpha
Create colorInterpolator and material
Create array of 301 rotationInterpolators RotInt[]
For (int i=1;i <= 300; i = i+1)
Create TransformGroup TG
Create Shape3D from Data[i] and material
Set transform of TG from Data[i]
Add Shape3D to TG
Create RotInt[i] from alpha and TG
Add TG to ObjRoot
Add RotInt[i] to ObjRoot
End For Loop
Add ColorInterpolator to ObjRoot
Cheers,
Jason.
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