Thanks for the answer jfk. And for the second... you're right.
But is very curious that if you load a cube, and then you make rotateentity the vertex positions are the same!. Of course if you make rotatemesh they rotate correctly. The only solution i have found is Restoring the XForming in 3dsmax. Could you tell me the TFormPoint way?
Thanks again!
EDITED: TFORMPOINT WORKS PERFECTLY! Thanks!!!
For those interested:
And The Same for the rest of the vertices!
But is very curious that if you load a cube, and then you make rotateentity the vertex positions are the same!. Of course if you make rotatemesh they rotate correctly. The only solution i have found is Restoring the XForming in 3dsmax. Could you tell me the TFormPoint way?
Thanks again!
EDITED: TFORMPOINT WORKS PERFECTLY! Thanks!!!
For those interested:
v1 = TriangleVertex(sf, t, 0) v2 = TriangleVertex(sf, t, 1) v3 = TriangleVertex(sf, t, 2) v1x# = VertexX(sf,v1) v1y# = VertexY(sf,v1) v1z# = VertexZ(sf,v1) v2x# = VertexX(sf,v2) v2y# = VertexY(sf,v2) v2z# = VertexZ(sf,v2) v3x# = VertexX(sf,v3) v3y# = VertexY(sf,v3) v3z# = VertexZ(sf,v3) TFormPoint v1x,v1y,v1z,mesh,0
And The Same for the rest of the vertices!