VertexX etc Commands

Blitz3D Forums/Blitz3D Programming/VertexX etc Commands

Makepool(Posted 2005) [#1]
Recently IĄĮve been using the vertexx etc commands, but it seems that it doesnĄĮt give the correct results on animated meshes. It always seems to return the positions of the vertices on the initial frame rather than where the vertices actually are now. Am I doing something wrong or is that just how things are?


Beaker(Posted 2005) [#2]
It's just how things are. You can of course find the current position of bones.


Tom(Posted 2005) [#3]
This makes normal mapping redundant on animated meshes.

Roll on Max3D!


KuRiX(Posted 2005) [#4]
I have a solution for this.

When obtaining the vertex coordinates, use this:

TFormPoint vertexx,vertexy,vertezz,animatedmesh,0

and the TFormedX/Y/Z Will give you the correct position.

:D :D :D

Ah, sorry, you are actually talking about animated, not loadadnimmesh, Sorry then, perhaps this won't work neither...


Makepool(Posted 2005) [#5]
Just tried it, doesn't seem to work


KuRiX(Posted 2005) [#6]
Tested and Confirmed, it doesn't work..


Braincell(Posted 2005) [#7]
I used to spend about 2 weeks trying to find VertexX() about 8 months ago and i figured theres no way you can do it. The best solution was to export mesh in all its states, read each vert into special files and then when the app starts load all the verts positions into memory for all the frames, from those files, then using only a pivot to tell the orientation of the mesh...

But yeah, i gave up and am waiting for BlitzMax like Tom said.


Ross C(Posted 2005) [#8]
If you want a specific vertexX/y/z, parent a pivot to the bone, at the location of the vertex, then animate the mesh.