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 ^^
- 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 ^^
About the author
Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.
Torque 3D Owner Frank Bignone
Darkhand Studio
So just lookup what is the node of your source object, and then set exactly the same after adding the mesh.