Just trying to verify something:
I have to rotate my MD2's in order to orient them properly on the X/Z plane otherwise they run sideways.
// build character
build()
// fix mesh alignment on xz plane
yRot = (float)Math.PI*1.5f;
rotateY(yRot);
rotateMesh();
// this calls addChild() for weapons...
checkLoadWeapons(c, w);
No matter what sequence combination I use of checkLoadWeapons(), build() and rotateMesh() I always end up having to manually adjust the weapon orientation since rotateMesh() seems to "break" the MD2's origin for the weapon. In the sequence above I end up cloning the character's rotationMatrix for the weapon and then adjusting X and Z until the weapon matches the hand. After that all is well.
This is hardly a showstopper since its pretty easy to translate the adjustment. But - is this expected or am I doing something wrong?
Thanks!