denisT: ok… but I promised. So: select the skin mesh go to the modifier panel right mouse click on Skin modifier and Cut it link skeleton root to t…
denisT: Ok… Here is a deal. If you prove that your engine requires to link a skeleton root to its skin mesh, I will post a code how to do it preser…
domos: And that could be done like i wrote before – delete skin mod. (putin it in “sleep mode” not helping), link and reapply same skin mod. (that’s…
I thought from my nickname you can see for which game I need to do the models. Also I am not triing to link the mesh to a bone, but the root bone to t…
munkybutt: What ever game engine you’re using that requires the root to be a child of the skinned mesh is probably not worth using. If you want to …
domos: You can copy skin modifier (or “modified object skin” if you take look where should be looking when animating), delete it, link whatever, th…
denisT: Maybe you need to delete the current Skin and reapply it? But how can I do that?
I wouldn´t call it warning, as warnings can simply be ignored and unfortunately I can´t do it here. The answer to the question why I need to link the …
I already said that my code can have a lot of errors, as I was writing from memory and this line was defenetly wrong. I have fixed that line in my fir…
Nah I was tallking exactly about delete the current Skin and reapply it. Unfortunatelly the weight table is geting lost, so when I reapply the skin i…
Nah it wasn´t as easy, I tried firs this: if myVar==undefined then ( global myVar=OK MyAttribute = attributes “my attribute” ( … ) ) It didn´t …
So if worcks in this case exactly like ifdesf? I was thinking about such solution, but you completlly right, my imagination stoped me from doing that,…
Posibly I am close, but have no idea how to implement that exitLoading, return, break or even exit would not do, the only way could be throw, but it´s…
Also, I really hope you´ll not take me wrong, but the solution from your post have 1 disadvantage real ifdef doesn´t have: in every script using sc…