Hello,

I might have missed something somewhere ... but looking at forum
 and doc does not gives much hilite in my issue (note: the bug tracker
 was not accessible at the time of writing, so if it is an existing issue,
 sorry for the duplication)

What I am trying to achieve is "simple": I want an analog clock that 
animates
it's arrows. I have got the time management cornered, now I need to animate.
Since I didn't really founda way to export my mesh hierarchically and
 use "hierarchy" animation, and that I wanted to learn Cal3D, I went through
the cal3d route.
I looked up the api to do pose of the bones myself.
Issue is, I update the bones, but nothing happen (note that if I play the
sample animation I have set on the cal3d mesh, it does play).

I am on crystal+cel 1.2, lib version 1.2_002, WinXP pro SP2,
 Intel pentium M, radeon X700

The code to animate the bones boils down to this:

    csRef<iSpriteCal3DState> 
factstate(scfQueryInterface<iSpriteCal3DState> (
      m_pcClockMesh->GetMesh()->GetMeshObject())); // My mesh resides in 
a pcMesh of the entity
    m_skeleton = factstate->GetSkeleton();
    m_refSecondsBone = m_skeleton->FindBone("SecondsBone");
    csReversibleTransform t = m_refSecondsBone ->GetTransform();
    csXRotMatrix3 rot(2 * PI * m_iSeconds / 60.0); // note: m_iSeconds 
does get updated ...
    csReversibleTransform t2(rot,t.GetOrigin());
    m_refSecondsBone ->SetTransform(t2);
    m_skeleton->UpdateBones();

Is there something simple I am missing ?


Best regards,

Sebastien.

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