Those sprites are moved with Crystal Space C++ code by a collider actor.

Here a more exact description:
    I just move one iMeshWrapper object by the collider actor.
    All the other sprites are set as children of this iMeshWrapper with 
this code:
        spriteObj->GetSceneNode()->SetParent(parentObj->GetSceneNode());
   
    There are six out of 43 sprites that shield the ability to move 
parentObj in world space.
    All of those 43 sprites are loaded within one loop. So the code is 
exactly the same.
   
    And also the sprites were modelled and exported the same way .. as I 
already wrote.

So far, so good ;)
Thanks


Amir Taaki wrote:
> Hello,
>  
> How exactly are you trying to move the sprite objects? Using Crystal 
> Space C++ code or through 3DS Max?
>
>  
> On 1/31/07, *Thomas Teufel* <[EMAIL PROTECTED] 
> <mailto:[EMAIL PROTECTED]>> wrote:
>
>     Hello!
>
>     I have some kind of moving issue at some of my 3d sprites.
>     At various 3d sprites with each an individual shape some do move and
>     some don't.
>
>     They all were exported the exact same way out of 3ds max.
>     Also the loading command is the same.
>     Loading works! .. no Errors or something like that are displayed.
>     I can even see all of them with texture.
>
>     I move those sprites with a collider actor.
>
>     Is there something special one has to watch out at modeling a sprite?
>     (There for example is one that is just a very simply shaped
>     cylinder and
>     it does not move.)
>
>     Or does anyone of you knows where the issue might be?
>
>
>     Thanks a lot!
>     Thomas
>
>
>
>
>
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