Where is handle/pivot located on b3d anim mesh?
Blitz3D Forums/Blitz3D Programming/Where is handle/pivot located on b3d anim mesh?
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Hi, I have an animated multi-object (no hierarchy) mesh exported in b3d format from 3ds max. I have given up trying to centre the handle as it just doesn's seem possible using fitmesh. Anyway, it would be nice to know where the actual handle/pivot is on the exported mesh as then I could use relative offsets. Any ideas? |
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The models origin would have been set in your modelling application |
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If you a referring to it's pivot then yes of course, but each object has it's own pivot. This isn't translated into the final object in blitz so it just uses it's own origin. Anyway, what I'm trying to do is centre the handle that blitz uses but I can't figure out how. I know about fitmesh etc but that only works on simple one object meshes. |
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just translate each verticy...figure out where you want the models pivot (actually is origin) to be...then go through each verticy of the model adding this change (actualy a vector) to it... |
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Do you mean vertex? Anyway, figuring out where I want the pivot to be is the problem otherwise I would just use position mesh. I'm surprised there isn't any other posts relating to this subject, am I the only one using animated entities? Having a non-centred handle is annoying when the width/height etc of a multi-object mesh is always returned as -20000000! |