DezOnlyOne Posted January 28, 2016 Share Posted January 28, 2016 I am using an animated character with different meshes for the head, body, body part markers etc. I am trying to create an arrow that points to a given body part marker,which is created in max and exported as part of the character animation, but when I get the position, it is always incorrect. If I just create a box in code and move it to the same place as the head let's say, it's position is wildly different than the position that is returned from "head.position". When I use the debug layer and check clickable labels, I get a perfectly placed label in the middle of the mesh. How do I get that location from the mesh itself? What am I missing. When I create a box: var box = BABYLON.Mesh.CreateBox('box', 5, scene); box.position works great as well. When I load my animated character, the bones have mesh representations, which I dispose of, but they all have the correct positions. It seems to be the meshes that are attached to the skeletons that has an issue. How do I get the position that the debugLayer uses? Quote Link to comment Share on other sites More sharing options...
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