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Possible Feature Request
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Topic: Possible Feature Request (Read 566 times)
tweakbox
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Possible Feature Request
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on:
March 13, 2005, 01:51:36 AM »
Ok, I don't know if this is something that can already be done or not. So this post knocks off both a question and a feature request, depending on the answer to the question.
Is it possible to rotate just a specific group on a mesh, as opposed to the whole mesh? If it is, what functions am I supposed to use. If not, would this be a hard feature to add?
Thank's
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I want to make a puzzle with like 40,000 pieces, and when it's done, it says "Go Outside"
bbence
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Possible Feature Request
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Reply #1 on:
March 13, 2005, 06:11:47 AM »
Well, I guess if you used bones it would be possible, since bones are exactly for this kind of things.
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tweakbox
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Possible Feature Request
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Reply #2 on:
March 13, 2005, 01:23:22 PM »
Ah, so I guess now I need to figure out how the heck to put bones in my meshes.
Just out of curiosity, dev team, how hard would it be to make it so you can specify a group id, as an optional parameter, when you rotate a standard TVMesh? Basically in the same way as with the minimeshes, where you specify the index of the minimesh you want to mess with.
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I want to make a puzzle with like 40,000 pieces, and when it's done, it says "Go Outside"
SylvainTV
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Possible Feature Request
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Reply #3 on:
March 13, 2005, 04:41:43 PM »
Actually it's because there is only one matrix per mesh.
It's by design, just like actors, one matrix per entity. One matrix per group would make the rendering even slower.
What I could do is adapt the "TransformByMatrix" to work per group. This is possible because it actually transforms the vertices directly.
So really the only way is to separate the mesh into several meshs... Then you can attach the mesh each others with AttachTo
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Regards
Sylvain Dupont
TrueVision3D Developer
sylvain@truevision3d.com
TV3D IRC at
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or on server irc.truevision3d.com #Truevision3D. Come talk with us !
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