Path: chuka.playstation.co.uk!news From: Developer Support Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: moving the centre of objects Date: Mon, 14 Jul 1997 09:04:34 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 38 Message-ID: <33C9DD91.15D5@interactive.sony.com> References: <01bc8f19$0c121fc0$2719989e@nelson.demon.co.uk> NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Warren Khan wrote: > > Hello, > > I am trying to links 3D objects together so that > rotations and movement of the parent object > will affect any children attached to it. However I > am having trouble finding and moving the centre > of the objects that I create (I use an old version > of Truespace), so what I need is a way of moving > the centre of an object as well picking several > coordinates for connecting the children objects. > What cheap options do I have of doing this, any > help would be muchly appreciated. > -- > > Warren Khan > warren@nelson.demon.co.uk > www.nelson.demon.co.uk In normal TMD models, the centre of coordinate space for the object's vertices and normals __is__ the centre of the object. If the models generated by Truespace are off-centred, you could fix this in code by loading a TMD, using its vertex data to calculate the actual centre, then move all the vertices by this vector, to restore the match of object-centre and coordinate-space centre. This may be tedious but will ensure that the TMD and GsDOBJ2 you get will be sorted. Another way is to dump the old version of Truespace. Most modellers put the coordinate centre at the centre od the object, so that when handling, you automatically move and rotate around the centre. As for hierarchical attachment of coordinate systems, there is a bit of this in the and SCEE demos. Lewis