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> object {Door (Room, Open) translate <x,y,z>}
Aha. That makes sense. The macro stuff that gets invoked is in a sort
of wrapper like a union, so I call it as an object{ }.
That helps a lot.
> This suggests to me that the rotation of the Door is not done at the
> origin and that some other transformation (another rotate? translate?)
> is done /before/ the macro is called.
Well, that would be the obvious thing to check, but I'm certain that's
not the case. I originally just defined all the door elements however
their placement made sense in my mind at the time, and then did a big
face-palm when I realized that any hinged object ought to have the pivot
sitting atop the origin. So I had to go back and fix it so that it was.
And I used the cylinder as a reference object in the macro so i could
SEE where the origin in the macro definition was.
Plus, at the end of my include file, if the file is being run as a
standalone scene (ifdef) then it runs the macro and the door pops up
with the hinge right on the origin, so that's tested.
> Am not sure about that is exactly happening here. Could you provide a
> simple scene reproducing this?
Yes, I'll see what I can track down and debug, and let y'all know what
I'm mucking up. An error shared is a future error avoided. :)
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