I just found a bug in my code. While PositionMesh works ok with animated 3DS files, it completely distorts animated B3D.
I alread tried to use a recursive function that will apply PositionMesh only on Children that are of EntityClass$ "Mesh", but didn't work.
Is there an other way to permanently translate an animated mesh, as PositionMesh does?
I alread tried to use a recursive function that will apply PositionMesh only on Children that are of EntityClass$ "Mesh", but didn't work.
Is there an other way to permanently translate an animated mesh, as PositionMesh does?