Change scale but no visible result

Hi There,

I’m having a problem I really don’t understand.

        var boidLoad = assetsManager.addMeshTask(
          "skull task",
          "",
          "https://cdn.glitch.com/6275d7c2-459a-4c97-a67e-c45c4e56e749%2FProject%20Name.obj?v=1629227000106",
          "skull.babylon"
        );
        boidLoad.onSuccess = function(task) {
          task.loadedMeshes[0].position = BABYLON.Vector3.Zero();          
          //task.loadedMeshes[0].scale(.1,.1,.1);
          task.loadedMeshes[0]._scaling = new BABYLON.Vector3(.1,.1,.1);
          //console.log(task.loadedMeshes[0]);
        };

I load a model, and I see that I’ve changed its scale, but in the viewport, it hasn’t changed at all, and there’s nothing I can do to change its scale. It also has no children. What am I missing?

hey! make sure that meshes[0] is a root mesh. This is not guaranteed with .babylon file format

this must be what’s happening… I will report back in a few.

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look at this INSANE hyper sneakery

there is some other object that has the same name as the stealth bomber but isn’t a mesh, so when I switch task.loadedMeshes[1] and grab the actual mesh it works, guess always check things a million times in a playground before loading into the real development situation…

the more you know…

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