Scanning the code it looks like moving collider actor doesn't update children 
submeshes, whereas the iMovable does. Maybe this is a bug or I'm wrong- 
someone else care to comment?

On Thursday 01 February 2007 00:28, Thomas Teufel wrote:
> Hello
>
> I used the collider actor to move the iMeshWrapper object and thus all
> of its children iMeshWrapper objects.
> But as I told you. If I load on of those six mesh objects that face the
> problem it is suddenly impossible to move the iMeshWrapper by the
> collider actor.
> If I don't load any of those six mesh objects then there is no problem
> and I can move the iMeshWrapper.
>
> So if I now use the iMovable of iMeshWrapper to move mtbWrapper then
> there is no collision detection any more.
> And I guess I need a collision detection in order to slide the mesh on
> an uneven ground.
>
> Was that clear enough?
> I know my english is not the best :/
>
> Amir Taaki wrote:
> > On Wednesday 31 January 2007 22:32, Thomas Teufel wrote:
> >> Hi!
> >>
> >> Yes, you are right that mtbWrapper is the type iMeshWrapper!
> >>
> >> Well, moving mtbWrapper by MovePosition and SetPosition of the iMovable
> >> of mtbWrapper both work with all of the mesh objects as children.
> >
> > ------------
> >
> >> But in that case I unfortunately loose the functionality that the
> >> collider actor represents.
> >
> > Hi, Could you elaborate on this please? I'm not sure what you mean.
> >
> >> I don't catch the meaning of why it didn't work with moving the collider
> >> actor.
> >>
> >> Any idea?
> >>
> >> Amir Taaki wrote:
> >>> Hi,
> >>>
> >>> I'm fairly unfamiliar with this stuff :) But what type is mtbWrapper? I
> >>> assume its iMeshWrapper- try using the movable to move it. If this
> >>> doesn't work then try comment the for loop
> >>>
> >>> for(int i=0 ; i<43 ; i++){      // runs through the array
> >>>
> >>> and
> >>>
> >>> this->mtbChildren[i]->QuerySceneNode()->SetParent(this->mtbWrapper->Que
> >>>ry SceneNode());
> >>>
> >>> If you're able to move mtbWrapper, the re-enable the for loop. Tell me
> >>> the results here. Possibly I'm missing something that someone else may
> >>> be able to point out though.
> >>>
> >>> On Wednesday 31 January 2007 16:10, Thomas Teufel wrote:
> >>>> Ok, this time with a bit more program code :)
> >>>>
> >>>> First about the object files:
> >>>> Yes, I scaled the objects but again .. all of them in the same way
> >>>> with this tags in each of the .spr files of the objects.
> >>>>     <hardmove>
> >>>>         <matrix>
> >>>>             <scale x="0.14" y="0.14" z="0.14" />
> >>>>         </matrix>
> >>>>     </hardmove>
> >>>>
> >>>> Additionally each of the .spr files has the tags <zuse /> and
> >>>> <priority>object</priority>.
> >>>> The rest is just the normal stuff.
> >>>>
> >>>>
> >>>> Now about the program code:
> >>>>
> >>>> The following part is for loading the meshes:
> >>>>     csString object_export_path = csString("/lib/thdata/");
> >>>>
> >>>>     iBase* parentResult;
> >>>>
> >>>>     if(!csp_loader->Load(object_export_path + this->parent_object_file
> >>>> + ".spr", parentResult))
> >>>>         csApplicationFramework::ReportError("Error couldn't load
> >>>> object: " + this->parent_object_file + "!");
> >>>>
> >>>>     csRef<iMeshFactoryWrapper> parent_factory =
> >>>> scfQueryInterface<iMeshFactoryWrapper>(parentResult);
> >>>>     if(parent_factory){
> >>>>         this->mtbWrapper =
> >>>> csp_engine->CreateMeshWrapper(parent_factory,
> >>>> this->parent_object_file, thTrack->room, csVector3 (0, 23, 0));
> >>>>
> >>>>         this->parentState =
> >>>> SCF_QUERY_INTERFACE(this->mtbWrapper->GetMeshObject(),
> >>>> iSprite3DState); this->parentState->SetAction("stand", false);
> >>>>     }
> >>>>
> >>>>     for(int i=0 ; i<43 ; i++){      // runs through the array
> >>>> "object_files" which contains the .spr filenames
> >>>>         iBase* result;
> >>>>
> >>>>         csString obj_filepath = csString(object_export_path +
> >>>> this->object_files[i] +".spr");     // generates the VFS path of the
> >>>> .spr file
> >>>>
> >>>>         if(!csp_loader->Load(obj_filepath, result))
> >>>>             csApplicationFramework::ReportError("Error couldn't load
> >>>> object: "+obj_filepath+"!");
> >>>>
> >>>>         csRef<iMeshFactoryWrapper> ff =
> >>>> scfQueryInterface<iMeshFactoryWrapper>(result);
> >>>>         if(ff){
> >>>>             this->mtbChildren[i] = csp_engine->CreateMeshWrapper(ff,
> >>>> this->object_files[i], thTrack->room, csVector3 (0, 0, 0));
> >>>>             this->spstate[i] = SCF_QUERY_INTERFACE
> >>>> (this->mtbChildren[i]->GetMeshObject(), iSprite3DState);
> >>>>             this->spstate[i]->SetAction("stand", false);
> >>>>         }
> >>>>
> >>>>
> >>>> this->mtbChildren[i]->QuerySceneNode()->SetParent(this->mtbWrapper->Qu
> >>>>er ySc eneNode()); // sets the just loaded mesh as a child of
> >>>> this->mtbWrapper }
> >>>>
> >>>>
> >>>> Setting up the collision detection system:
> >>>>     this->csp_cdsys =
> >>>> csQueryRegistry<iCollideSystem>(GetObjectRegistry());
> >>>> if(!this->csp_cdsys) return ReportError("Failed to locate CD
> >>>> system!");
> >>>>
> >>>>     csColliderHelper::InitializeCollisionWrappers(this->csp_cdsys,
> >>>> this->csp_engine);
> >>>>
> >>>>     this->collider_actor.SetCollideSystem(this->csp_cdsys);
> >>>>     this->collider_actor.SetEngine(this->csp_engine);
> >>>>
> >>>>     csVector3 legs(0.2f, 0.3f, 0.2f);
> >>>>     csVector3 body(0.2f, 1.2f, 0.2f);
> >>>>     csVector3 shift(0.0f, -0.4f, 0.0f);
> >>>>     this->collider_actor.InitializeColliders(this->mtbWrapper, legs,
> >>>> body, shift);
> >>>>
> >>>>
> >>>> Moving the "parent mesh":
> >>>>     this->collider_actor.Move(elapsed_time / 1000.0f, 1.0f, pos,
> >>>> csVector3(0));
> >>>>
> >>>>
> >>>> As mentioned before, loading the mesh objects works fine.
> >>>> They are also displayed by the engine.
> >>>>
> >>>> Just those six meshes make it somehow impossible to move the
> >>>> "collider_actor".
> >>>>
> >>>>
> >>>> I hope I didn't forget something.
> >>>>
> >>>> Thanks a million for your help!
> >>>>
> >>>> Jorrit Tyberghein wrote:
> >>>>> Are you scaling the meshes in any way? Is there anything you're doing
> >>>>> special? Care to show us a bit more relevant code? i.e. all code
> >>>>> where you setup the collider actors and the meshes?
> >>>>>
> >>>>> Greetings,
> >>>>>
> >>>>> On 1/31/07, Thomas Teufel <[EMAIL PROTECTED]> wrote:
> >>>>>> 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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