You dont need to create a "Pivot"...
- simply create a mesh called "pivot" or "start", use
the findchild command...hide it...then position your
character at the childs position... - this will work for
any model format that blitz supports...
- You must however ensure that you load the meshes with
loadanimmesh() - or the scene hierarchy will be ignored..
i use ".3ds" files in my space game + simply parse for
mesh style nodes..though as i use them as mount points, i
creating pivot + position them at the mesh position &
orientate based on the mesh orientation, then i simply
delete the original child meshes ;)
hope that helps
- simply create a mesh called "pivot" or "start", use
the findchild command...hide it...then position your
character at the childs position... - this will work for
any model format that blitz supports...
- You must however ensure that you load the meshes with
loadanimmesh() - or the scene hierarchy will be ignored..
i use ".3ds" files in my space game + simply parse for
mesh style nodes..though as i use them as mount points, i
creating pivot + position them at the mesh position &
orientate based on the mesh orientation, then i simply
delete the original child meshes ;)
hope that helps