Smiff,
Yes this would be true If there are no RootNode animation Keys Present.
JFK,
I thought so to,but this dose not seem to be the case when loading a B3D file,only .X / .3DS / MD2 files.Feel free to prove me wrong as for I would be tickled pink If I were ,but whats there to get wrong with.....
MyMesh=LoadAnimMesh("Bla.b3d")
Translateentity MyMesh,-90,180,0 ;standerd .x translation
Animate MyMesh
If this is done with a Model that has RootNode animations,as soon as the first keyframe for RootNode is called the Model will reset itself,Basickly the root node gets its Local coords from world as for there is no Pivot present for it to get its local coords from.
Im going to see if I can get a model to share to ya from here,first need to find a web site to share from.The results are going to blow your mind,as for there is more going on here then I wish to explain.
But Please feel free to keep responding untill so.
Yes this would be true If there are no RootNode animation Keys Present.
JFK,
I thought so to,but this dose not seem to be the case when loading a B3D file,only .X / .3DS / MD2 files.Feel free to prove me wrong as for I would be tickled pink If I were ,but whats there to get wrong with.....
MyMesh=LoadAnimMesh("Bla.b3d")
Translateentity MyMesh,-90,180,0 ;standerd .x translation
Animate MyMesh
If this is done with a Model that has RootNode animations,as soon as the first keyframe for RootNode is called the Model will reset itself,Basickly the root node gets its Local coords from world as for there is no Pivot present for it to get its local coords from.
Im going to see if I can get a model to share to ya from here,first need to find a web site to share from.The results are going to blow your mind,as for there is more going on here then I wish to explain.
But Please feel free to keep responding untill so.