Mesh bounds when attached to skeleton

Software: Away3D 4.x

Kyriakos, Newbie
Posted: 03 June 2013 08:56 PM   Total Posts: 4

Greetings,

I made an animated skeleton and a few meshes on 3ds max, exported them as AWD, added the skeleton and meshes to the scene, attached the meshes to the skeleton and everything *seems* to work fine, all meshes are placed correctly and are animated as expected.

Upon closer inspection, I noticed that when I attach a mesh to the skeleton, the mesh “moves” to 0,0,0 while its bounds do not. This results to unwanted culling when you zoom in since the actual bounds of the mesh get out of view while the mesh itself seems to be inside (and therefore should not be clipped).

Any insights on this problem?

I attach a screenshot with (mesh.showbounds = true;) on each mesh for better understanding of the problem.

Thanks in advance
Kyr

 

   

Kyriakos, Newbie
Posted: 04 June 2013 09:47 PM   Total Posts: 4   [ # 1 ]

Shameless bump

   

Pierce, Jr. Member
Posted: 07 June 2013 06:26 PM   Total Posts: 40   [ # 2 ]

I pretty sure you should be able to modify the “registration point” or whatever of the mesh or geometry. The functionality for it should be someplace in the tools or utils if it’s not accessible through the classes themselves. If you can’t find it, I can try to look for it myself, it’s just been a while since I’ve used it.

   
   

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