clonemodelfromcastmember
I have tried using this several times in various forms. I have always tried
to preload the member I am cloning the model from. my latest try was on an
exitframe handler:
(here I am trying to clone a model named "platonic" from the member
"platonic" into the member "may31" and rename it "newnamex".
I use pflag to flag if the member has been loaded yet, otherwise it keeps
trying until it loads.
on exitframe me
property pflag
if pflag = true then
--preload "platonic" 3d castmember with model "platonic" in it.
if (member("platonic").state = 4) then
member("may31").cloneModelFromCastMember("newnamex","platonic",member("platonic"))
pflag = false
else pflag = true
end if
end if
Nothing happens. when the movie runs, I have done the isInWorld() test to
check for the new model("newnamex"), which should be in the scene, but its
not. The other models in the scene pass the test.
The model I am importing was created in Cinema 4D and exported via w3d into
director. I do remember you saying that the original model and its
modelresource need to be in the castmember you are cloning from. is this
the key to solving my problem? so far everything else (except for terrains)
that I import from cinema4d works fine.
nj
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