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Make the character/npc child of an invisible box node for easy control the animation
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Enter the missing letter in: "I?ternational"
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[quote][b]Guest[/b] wrote: Use this code in the editor's scripting window to get a proper empty node. No polygons. Handy for changing origin points of models (like door rotation points) and storing textures for later use. The way Just_In_Case mentions will have polygons involved. If you split the mesh for lighting purposes, it will then split those polys as well. This way that won't happen because this has no polys to select. [code] var meshnode = editorGetSelectedSceneNode(); var bufferCount = ccbGetSceneNodeMeshBufferCount(meshnode); if (bufferCount == 0) alert('The selected node has no 3D geometry.'); else { for (var i=0; i<bufferCount; ++i) ccbRemoveMeshBuffer(meshnode, 0); ccbAddMeshBuffer(meshnode); ccbAddMeshBufferVertex(meshnode, 0, new vector3d(0,0,0)); ccbUpdateSceneNodeBoundingBox(meshnode); } [/code] Make sure you have the mesh you want to change selected before executing the code. I recommend saving the modified mesh as a prefab afterward so you don't have to run it again and again.[/quote]
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