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|15th Feb 2010, 05:11 PM||Turning a mesh without editing the mesh itself #1|
I have an object - a stack of envelopes - where I am reusing the Base Game mesh for the stack of bills (saves on download folder space and artistic talent, both of which are in short supply where I am!!). When it is placed on a table the mesh is the wrong way around for my liking so I would quite like to turn it.
On the left: What I have, on the Right: What I want.
Remembering Numenor's tutorial here, I decided that I should be able to do so without actually touching the mesh at all and thus continue to reference the original mesh and just update the CRES in my object.
Remembering what I learned from Jasana when doing custom cameras (which I captured in this picture)
I decided I would need to set Rotation: Z=1 and Angle=90 in the cTransformNode on the Practical block - the one that is the cShapeRefNode.
However, this made no difference at all to my object - am I going about this the wrong way?
|15th Feb 2010, 08:43 PM||#2|
It sounds like the right changes being made. I notice in the thread by Numenor he says to change all nodes connected to the root. Which is slightly different than I am used to with slots, since they are relative to the root location.
Also, did you rebuy the object? CRES changes are affected when first bought, they won't change on an object already on a lot.
|15th Feb 2010, 10:49 PM||#3|
I noticed that in Numenor's tutorial too and tried that as well - to no avail.
I am reinitialising the object because it is not bought, but created part way through an interaction.
|16th Feb 2010, 07:56 AM||#4|
Join Date: Aug 2006
In GMDC view go to the model and joints tabs and click rebuild. I think that may sort it.
|16th Feb 2010, 11:41 AM||#5|
I don't have a GMDC as I'm referencing the mesh rather than including it in the package.