honya Posted December 17, 2012 Posted December 17, 2012 Hi, can you extend function addMeshSurface on ObjectMeshSkinned class about move added surfaces to position by bones?Example: i have base skinned mesh where main bone have coordinates X1,Y1,Z1. I want add surface from another skinned mesh and same bone have coordinates X2,Y2,Z2, that are different then X1,Y1,Z1, so i need move surface from another skinned mesh to coordinates X1,Y1,Z1 and then merge it.Can you add this functionality?Thanks for reply.
manguste Posted December 20, 2012 Posted December 20, 2012 Honya, That's not clear what you mean by this suggestion. Mesh vertices position is controlled by the bone, so if you merge a surface, its vertices should be in the required X1,Y1,Z1, as the bone specifies. Could you attach screenshots to illustrate your idea? (Like what you get and where it should be.) Or maybe send us a small reproduction scene?
honya Posted December 20, 2012 Author Posted December 20, 2012 Hi Manguste, The picture is attached, that show how now addMeshSurface work: I try add new surface on the character. It was boots that you can see under horse. Boots should be on the foots of the character. When i run animation on the character, boots do same movements as the character. The character and boots are from different pack, but they have same bones. If you want small test scene, tell me, i create it for you.
honya Posted May 27, 2013 Author Posted May 27, 2013 Hi, I like to start modify ours item models, so when i can except that will be implement? Honya
frustum Posted June 24, 2013 Posted June 24, 2013 You can control the vertices positions. Try to adjust them after addMeshSurface function. I will add setTransform() function to the MeshSkinned.
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