Thanks a lot, the TrisRendered() Method could be used. but it is really a long work around a little Problem.
I need this because my engine allows to use both: Bones animated Singlemesh Characters and Child-animated 3DS and X Characters. There are several situations where I have to access the Child-Meshes, eg. Entityalpha().
ATM I solved the Problem assuming .B3D Extensions are Bones animated and .3DS and .X are Child-Mesh animated ones. But of course this is not a proper solution since .B3D can be Child-Mesh-animated too.
I need this because my engine allows to use both: Bones animated Singlemesh Characters and Child-animated 3DS and X Characters. There are several situations where I have to access the Child-Meshes, eg. Entityalpha().
ATM I solved the Problem assuming .B3D Extensions are Bones animated and .3DS and .X are Child-Mesh animated ones. But of course this is not a proper solution since .B3D can be Child-Mesh-animated too.