error with positioning & Bounding boxes on skinned objec

stuwhit

05-04-2007 16:19:58

Hi,
I have a scene that needs skeleton (biped) animated characters positioned in it, most of them will have a small triggered animation on them.
The characters don’t move very far from there initial position so I don’t want to have to refresh the bounding boxes during the animation.

When the characters are loaded into the app they default to the origin as does their bounding box, is there a way to 'bake' their true position as their default position?

Another problem I’m having is that the bounding boxes are wrong in the ofusion view and clip the mesh out.

This can be fixed using infinite bounding boxes but this would affect the frame rate as there are a lot of object to display.

How should I position my characters in the scene?

:(