heh, heh, I just asked pretty much the same question in the Blitz3d entity type thread!
Apparently you can't...
If there's a naming convention for bones you can check the name or you could parse the b3d file for BONE or MESH chunks (which is ridiculous if you ask me - isn't that Blitz3d's job!)
There really should be a command for this... especially since mesh commands crash if they're passed a bone instead of a mesh!!
-Pudding
Apparently you can't...
If there's a naming convention for bones you can check the name or you could parse the b3d file for BONE or MESH chunks (which is ridiculous if you ask me - isn't that Blitz3d's job!)
There really should be a command for this... especially since mesh commands crash if they're passed a bone instead of a mesh!!
-Pudding