clonemodelfromcastmember

I have tried using this several times in various forms.  I have always tried 
to preload the member I am cloning the model from.  my latest try was on an 
exitframe handler:

(here I am trying to clone a model named "platonic" from the member 
"platonic" into the member "may31" and rename it "newnamex".

I use pflag to flag if the member has been loaded yet, otherwise it keeps 
trying until it loads.

on exitframe me
  property pflag

   if pflag = true then
    --preload "platonic" 3d castmember with model "platonic" in it.
    if (member("platonic").state = 4) then

      
member("may31").cloneModelFromCastMember("newnamex","platonic",member("platonic"))
      pflag = false

    else pflag = true

  end if
end if


Nothing happens.  when the movie runs, I have done the isInWorld() test to 
check for the new model("newnamex"), which should be in the scene, but its 
not.  The other models in the scene pass the test.

The model I am importing was created in Cinema 4D and exported via w3d into 
director. I do remember you saying that the original model and its 
modelresource need to be in the castmember you are cloning from.  is this 
the key to solving my problem?  so far everything else (except for terrains) 
that I import from cinema4d works fine.

nj



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