Try putting a plane there, instead of a cube, I'm curious as to which way the plane will face, if its facing the correct way get the normal of the plane and try different normal scales to find the correct fit. If it's facing the wrong way rotate it and then get the normal and scale it and apply the normal.
As to enter frame, update it when bend is active or boolean flag in enter frame to prevent constant updates. D On 25 February 2011 03:34, NickBee <[email protected]> wrote: > ok, here's where I"m at (thanks to all the help here)... > > http://www.nickbee.com/bend > > I have the cubes following the end vertex by using this in my enter > frame function... > > _rightFollowCube.x = > _rightBend.vertices[_rightBend.vertices.length-1].x; > _rightFollowCube.y = > _rightBend.vertices[_rightBend.vertices.length-1].y; > _rightFollowCube.z = > _rightBend.vertices[_rightBend.vertices.length-1].z; > > Also I have the cube rotating on the Z based on the force of the bend > with this... > _rightFollowCube.rotationZ = bendRight.force * 180; > > Next is figuring out how to compensate the xyz of the cube so it's > "stuck" to the end of the arm... > > Also if there is a better way to do this besides in the enter frame? > As expected there is sometimes a little lag. > > Thanks again for the help!
