Hello, I have been working with Blitz 3D for a couple of days, and I have been wondering how you modify the parts of the model within the heirarchy.
I finally figured it out to be the loadanimmesh and findchild commands. So that was simple enough, and everything works out I can now move the part seperately.
However when I use the loadanimmesh command I loose my collision information, there just isn't any there.. I am attempting to use elipsoid to polygon detection, and it is a .3ds file. I also tried converting it to a .x format but unfortunately that did not preserve the hierarchy.
The code I am using is:
motel=LoadAnimMesh( "motel\motellcdsep.3ds")
PositionEntity motel, 0,0,100
ScaleEntity motel, .15,.15,.15
EntityType motel, TYPE_SCENERY
motellcd=FindChild( motel,"LCDoor" )
RotateEntity motellcd,0,90,0
Is there anything I can do short of seperating the models I want to manipulate and using loadmesh instead? In this case, what happens when I want a model animated, to I sacrifice and use sphere or box collission?
I finally figured it out to be the loadanimmesh and findchild commands. So that was simple enough, and everything works out I can now move the part seperately.
However when I use the loadanimmesh command I loose my collision information, there just isn't any there.. I am attempting to use elipsoid to polygon detection, and it is a .3ds file. I also tried converting it to a .x format but unfortunately that did not preserve the hierarchy.
The code I am using is:
motel=LoadAnimMesh( "motel\motellcdsep.3ds")
PositionEntity motel, 0,0,100
ScaleEntity motel, .15,.15,.15
EntityType motel, TYPE_SCENERY
motellcd=FindChild( motel,"LCDoor" )
RotateEntity motellcd,0,90,0
Is there anything I can do short of seperating the models I want to manipulate and using loadmesh instead? In this case, what happens when I want a model animated, to I sacrifice and use sphere or box collission?