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	<title type="html"><![CDATA[GMan's Mods & Stuff — Loading IAnimateMeshMS3D and Irrlicht.Addons]]></title>
	<link rel="self" href="https://gprogs.com/extern.php?action=feed&amp;tid=149&amp;type=atom" />
	<updated>2007-02-11T06:40:53Z</updated>
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	<id>https://gprogs.com/viewtopic.php?id=149</id>
		<entry>
			<title type="html"><![CDATA[Re: Loading IAnimateMeshMS3D and Irrlicht.Addons]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=617#p617" />
			<content type="html"><![CDATA[<p>Thank you that worked perfectly. I hope I can show more of my game soon.<br />Also great work with the addons mod. I enjoy using it.</p>]]></content>
			<author>
				<name><![CDATA[HondaDirtBiker]]></name>
				<uri>https://gprogs.com/profile.php?id=5</uri>
			</author>
			<updated>2007-02-11T06:40:53Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=617#p617</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Loading IAnimateMeshMS3D and Irrlicht.Addons]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=615#p615" />
			<content type="html"><![CDATA[<p>greetings <img src="https://gprogs.com/img/smilies/smile.png" width="15" height="15" alt="smile" />&nbsp; Scene.getMesh() does return an instance of IAnimatedMeshMS3D but cast down to an IAnimatedMesh to match the interface.&nbsp; &nbsp; to get your code to work you should just have to cast it back before you try to store it:<br /></p><div class="codebox"><pre><code>Local Mesh:IAnimatedMeshMS3D = IAnimatedMeshMS3D(Scene.getMesh( &quot;Mesh.ms3d&quot; ))</code></pre></div><p>as for the Tirr_IUnknown...&nbsp; to fix that you will need to download the latest release of the mod.&nbsp; at some point BRL added their own IUnknown and it start giving the mod fits so i had to go back to a different naming convention for that type.</p>]]></content>
			<author>
				<name><![CDATA[gman]]></name>
				<uri>https://gprogs.com/profile.php?id=2</uri>
			</author>
			<updated>2007-02-10T15:47:30Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=615#p615</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Loading IAnimateMeshMS3D and Irrlicht.Addons]]></title>
			<link rel="alternate" href="https://gprogs.com/viewtopic.php?pid=613#p613" />
			<content type="html"><![CDATA[<p>I&#039;ve been having trouble loading an MS3D Model as an IAnimatedMeshMS3D.<br />When I load my MS3D mesh as an IAnimatedMeshMS3D, I get an error about not being able to convert IAnimatedMesh to IAnimatedMeshMS3D.<br />On the irrlicht forums I was told I may need to cast IAnimatedMeshMS3D.<br /></p><div class="codebox"><pre><code>Local Mesh:IAnimatedMeshMS3D = Scene.getMesh( &quot;Mesh.ms3d&quot; )
Global Node:IAnimatedMeshSceneNode = Scene.addAnimatedMeshSceneNode( Mesh )

Scene.addCubeSceneNode( 1, Null, Null, Node.getMS3DJointNode( Mesh.getJointName( 0 )).getAbsolutePosition())</code></pre></div><p>Also this is unrelated, but the Irrlicht.Addons mod returns an error. I installed it in irrlicht.mod, then BMax says &quot;Type &#039;Tirr_IUnknown&#039; not found&quot;.</p>]]></content>
			<author>
				<name><![CDATA[HondaDirtBiker]]></name>
				<uri>https://gprogs.com/profile.php?id=5</uri>
			</author>
			<updated>2007-02-10T03:02:45Z</updated>
			<id>https://gprogs.com/viewtopic.php?pid=613#p613</id>
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