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does x really have the same joint calls?? i didnt see them in there...
i tried writing my own with the intent to make them a tpim, but they seemingly just dont work. no error, or crash, just has no effect on the position of the child mesh.....wierd...
is the call different??
-Ted
update:digging through the code i think that what may be happening is that the relativetransformationMatrix in C/IdummyTransformationSceneNode may not be getting set for x model the same way as it must for ms3d....now if i can just figure out where that gets set at all.....
update again: found it, it was right under my nose right in the canimatedmeshscenenode, so its fixed now, it updates the dummy node but the matrix appears to be mirrored. its supposed to be attached to his hand, but when his hand move back, the sword moves forward, and its on the wrong side relative to the joint i assigned it.....
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