reddozen Posted July 9, 2014 Share Posted July 9, 2014 You're favorite scene... lol Latest babylon 1.13-beta 7/9/2013 No matter what I rotate (X, Y, or Z) he doesn't move. I'm guessing it's inheriting from the parent... location and scale can be set fine though. var Prt_f01_prt_dongsang_inst = 0; BABYLON.SceneLoader.ImportMesh("", "../Models/Maps/", "prt_dongsang.babylon", scene, function(mapZone, particleSystems, skeletons) { mapZone[0].visiblity=false; mapZone[0].isVisible=false; mapZone[0].name = "Prt_f01_prt_dongsang"; //////////////////////////////////////////////////////// // Instance Copies //////////////////////////////////////////////////////// // 90 deg = 1.570796 Prt_f01_prt_dongsang_inst++; objInstance = mapZone[0].createInstance("Prt_f01_prt_dongsang_inst_"+ Prt_f01_prt_dongsang_inst +""); objInstance.visible = true; objInstance.isVisible = true; objInstance.position = new BABYLON.Vector3(-101.492996, 2.988000, -19.001993); objInstance.scaling = new BABYLON.Vector3(0.001, 0.001, 0.001); objInstance.rotation = new BABYLON.Vector3(1.570796, 1.570796, 1.570796); } ); Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 9, 2014 Share Posted July 9, 2014 This is because your object is produced from 3dsmax which use mesh.rotationQuaternion instead of mesh.rotation. So you have many options:- Go to babylon properties of your scene in max and uncheck "export rotations as quaternion"- Use mesh.rotate functino- Set mesh.rotationQuaternion to null more about rotations:https://github.com/BabylonJS/Babylon.js/wiki/How-to-handle-rotations-and-translations Quote Link to comment Share on other sites More sharing options...
reddozen Posted July 10, 2014 Author Share Posted July 10, 2014 Didn't think about that.... quick and easy fix is always best. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.