Find bones!
by Johnny Picciafuochi · in Torque 3D Professional · 11/23/2009 (6:26 am) · 42 replies
Hi again, how can i find a bone and his position on a mesh?
The mesh need to be skinned? (the bone is not animated i use it only as "pivot")
Thanks, Johnny.
The mesh need to be skinned? (the bone is not animated i use it only as "pivot")
Thanks, Johnny.
#42
Well i added onAdd() on my class but seem that engine don't call that function so i suppose t3d didn't reconize my shapebase as shapebase?
It can be? Did i need to add my shape on a sort ot render vector or list?
Anyway i will try more deeper in next days.
Johnny.
12/03/2009 (4:55 am)
Hi scott, thanks for adding infos!Well i added onAdd() on my class but seem that engine don't call that function so i suppose t3d didn't reconize my shapebase as shapebase?
It can be? Did i need to add my shape on a sort ot render vector or list?
Anyway i will try more deeper in next days.
Johnny.
Torque 3D Owner Scott Galloway
the process johnny is aiming for is to load world sections and build areas procedurally using start and end "nodes" to allign the parts.
if we do this by using animate commands is that going to have a nagative impact on our physics hull? we really need to place objects at an xyz coordinate and match the local co-ordinate of the last piece's end Null/bone.