// Fix for Simon in regards to animation mesh's orientation void Player::setAnimation(DynamicObject *p) { // makes a child node of parent node Ogre::SceneNode *childNode = mPlayerObject->mSceneNode->createChildSceneNode("child"); childNode->flipVisibility(true); // makes this entire thing visible since parent node is invisible for (Ogre::String name : p->meshNames) { Ogre::Entity *newEnt = mSceneManager->createEntity(name); //mEntity->setCastShadows(true); childNode->attachObject(newEnt); childNode->setPosition(0, -125, 0); childNode->setOrientation(Ogre::Quaternion(0, 0, 1, -1)); // does the rotation childNode->roll(Ogre::Radian(Ogre::Math::PI)); // fixes it so player's back faces us } }