I have a model built in Blender with a number of meshes in different places organized in different groups. When I try to get the world transform for any of them, it comes up identical. I assume that the transform has been baked into each mesh because when I look at the meshes in the Babylon sandbox, the transforms are empty.
I’m trying to construct an animation to move the camera to be in front of the meshes. Any suggestions?
const matrix = mesh.computeWorldMatrix(true); const local_position = new BABYLON.Vector3(0,0,-1); const globalPosition = BABYLON.Vector3.TransformCoordinates(local_position, matrix);