Attaching a mesh(weapon) to a JointNode
Posted: Mon Dec 17, 2007 3:33 pm
Im trying to attach a mesh(which is a weapon) to another mesh(the player) and on player there is a joint node called mount1 which updates and follow the player animation corretly. On the weapon there is a node mountpoint so that u can connect it to the mount1 on the player. Im getting some strange problem when the joints are update, i get the value for absolutePosition to 1.#QNAN00 which seems to me Not a Number.
irr::scene::ISceneNode* mMeshPointLeft = obj->mAnimatedMesh->getXJointNode("mount1");
i create a node for the mount1 point and the obj is drawn and update every frame. At init the node has normal values but just after one frame its corrupted.
One have any ides to this problem or maybe another solution?
(Im using the Mech warrior pack from 3drt and i have to export them to .X format, i had problem with another node when exporting to left hand style)
Thx
irr::scene::ISceneNode* mMeshPointLeft = obj->mAnimatedMesh->getXJointNode("mount1");
i create a node for the mount1 point and the obj is drawn and update every frame. At init the node has normal values but just after one frame its corrupted.
One have any ides to this problem or maybe another solution?
(Im using the Mech warrior pack from 3drt and i have to export them to .X format, i had problem with another node when exporting to left hand style)
Thx