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Adding a mesh to an existing shape

by Frank Bignone · in Torque 3D Professional · 08/08/2010 (2:51 am) · 1 replies

Here is the context. I have two DTS objects A & B:
- A is the body (fully skinned, textured...)
- B is the head (have same skin as model A)

I will like to add mesh from B inside A in C++ and for that purpose I'm using the addMesh method of class TSSHape. However, I have little control where mesh B will be put and it looks like mesh B is no longer sharing same nodes / skins as mesh A.

Is there a way to do it in C++ while keeping the same skin and also being sure mesh B will be added to the correct position (in that case at the head node...)? If no existing method, then I will have to add one ^^

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Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.


#1
08/08/2010 (3:09 am)
Ok just got the answer this morning while digging inside tsShapeEdit.cpp. There is a method named setObjectNode and it does the trick.

So just lookup what is the node of your source object, and then set exactly the same after adding the mesh.