Peter,
I'm going to change the subject line (and start a new thread) because it
seems that we're hijacking Pablo's thread here (with issues not pertaining
directly to Blender2Rex), but they're certainly good points that do need to
be addressed.
I do agree that the OAR format should probably be
If I recall correctly the collision mesh cant have submeshes, or they can
but only first is applied. This means that if you put the same mesh as
collision mesh only the first submesh will do collision. So the area of
the mesh that the first material affects too, is the first submesh. For
complex
There is a patch for RexDotMeshLoader multiple submesh loading at
http://forge.opensimulator.org/gf/project/modrex/tracker/?action=TrackerItemEdittracker_item_id=402
This should (at least theoretically) help the multiple submesh collision
issue. As far as I know, it has not yet been applied to
Interesting. Because our project is nearly finished, I'm going to wait to
test it when the path will be incluided in the trunk.
Thanks e lot for the improvement.
Alberto
2010/5/31 lasse.oo...@ludocraft.com
There is a patch for RexDotMeshLoader multiple submesh loading at