I'm using 3DS Max to create my models and use the B3D pipeline for export to B3D.
When I export the models, I use the option "Add Scene Root" (which AFAIK creates a pivot and attaches all objects in the scene to it).
If I would scale the meshes in Blitz, should I use ScaleEntity or ScaleMesh (when loaded with LoadAnimMesh)?
Or should all children be scaled (and moved) separately within a "For i = 1 to CountChildren(object%)"-loop?
The entire model will be used to represent a spacestation, but with separate pivots at certain points (which indicate where a docking port, defensive turrets, etc. must be attached via code).
I cannot load the stations as 1 object (LoadMesh), as I need the names of those pivots for positioning the correct sub-object at the correct positions.
When I export the models, I use the option "Add Scene Root" (which AFAIK creates a pivot and attaches all objects in the scene to it).
If I would scale the meshes in Blitz, should I use ScaleEntity or ScaleMesh (when loaded with LoadAnimMesh)?
Or should all children be scaled (and moved) separately within a "For i = 1 to CountChildren(object%)"-loop?
The entire model will be used to represent a spacestation, but with separate pivots at certain points (which indicate where a docking port, defensive turrets, etc. must be attached via code).
I cannot load the stations as 1 object (LoadMesh), as I need the names of those pivots for positioning the correct sub-object at the correct positions.