In Aerial Antics most of the modeling is done in 3DS Max. Each model is offset in that program and positioned relative to other major objects. The thing is that when we open the model in Blitz it retains the offset, which isn't a problem (we want it to position right as we load it in the editor).
The problem is that the local and global coords are the same and I'd like to make the loader read the local offset, move the mesh back to 0,0,0 (local) and then global position it to it's correct place (where it actually appeared to be even though it was listed as being positioned at 0,0,0).
This was never a problem before, but now we're using some real time shadows (Sswift's system) and it's hard to get good results because all the receivers are positioned at 0,0,0 making little use of the range system it has.
The only solution I thought of was creating a bone and placing it at the local origin and then making it the parent of the real mesh, then I should be able to find the distance between them and global position the mesh properly. If there are any other solutions that I'm over looking it'd be great.
The problem is that the local and global coords are the same and I'd like to make the loader read the local offset, move the mesh back to 0,0,0 (local) and then global position it to it's correct place (where it actually appeared to be even though it was listed as being positioned at 0,0,0).
This was never a problem before, but now we're using some real time shadows (Sswift's system) and it's hard to get good results because all the receivers are positioned at 0,0,0 making little use of the range system it has.
The only solution I thought of was creating a bone and placing it at the local origin and then making it the parent of the real mesh, then I should be able to find the distance between them and global position the mesh properly. If there are any other solutions that I'm over looking it'd be great.