Thanks for the response...
I found out that RotateMesh has adverse effects on Boned meshes.
I found the same answer you stated here...
http://www.blitzbasic.com/Community/posts.php?topic=35590#387649
from TRACI
"if your mesh is back to front, the only way I have found to do it is use rotateentity 180 degrees when loading it to get it pointing in the right direction, then parent it to a pivot and use the pivot for movement. Max does the same thing, what looks like the right way round in the front viewport isn't :S and this is what I've done with models in the past."
I rotated the model first, then created the pivot, parented the mesh to the pivot, and used PointEntity CharacterPivot, TargetPivot to get it. It worked great!!
Thanks for the help!
I found out that RotateMesh has adverse effects on Boned meshes.
I found the same answer you stated here...
http://www.blitzbasic.com/Community/posts.php?topic=35590#387649
from TRACI
"if your mesh is back to front, the only way I have found to do it is use rotateentity 180 degrees when loading it to get it pointing in the right direction, then parent it to a pivot and use the pivot for movement. Max does the same thing, what looks like the right way round in the front viewport isn't :S and this is what I've done with models in the past."
I rotated the model first, then created the pivot, parented the mesh to the pivot, and used PointEntity CharacterPivot, TargetPivot to get it. It worked great!!
Thanks for the help!