Thanks Bill! I should say thanks for always answering and being there! You really deserve a salary!
So I've implemented the Globe HUD pattern in the DemoMashUp. I'm getting an object at the expected location but it's pitch black. The only reason I know its there is that it's above a background colour so I can slightly see it rotating. The scene I created is almost a duplicate copy of your HUDScene but I create and add the object directly upon opening of the scene since it is not a replica of an other object in your main scene as it is in your DemoMashUp. Here's my code if you need it for reference:
As far as the animating a single cube... I've done it by the book and get zero results. I'm thinking there's a flag I need to turn on to show animations? Here's the POD descriptor of the cube:
[rez] Building CC3PODResource from file Cube.pod containing 1 nodes (1 mesh nodes), 1 meshes, 0 cameras, 0 lights, 1 materials, 0 textures, ambient light (1.000, 1.000, 1.000, 1.000), background color (0.000, 0.000, 0.000, 1.000), 60 frames of animation at 24.0 FPS
There's more but you can see there's 60 frames of animation.
When I try:
for(int i = 0; i < 4; i++)
CC3MeshNode *cube = [cubeMesh copy];
cube.location = cc3v((int)currentPiece.location.x + (int)((CC3MeshNode*)[currentPiece.cubes objectAtIndex:i]).location.x,
(int)currentPiece.location.y + (int)((CC3MeshNode*)[currentPiece.cubes objectAtIndex:i]).location.y,
(int)currentPiece.location.z + (int)((CC3MeshNode*)[currentPiece.cubes objectAtIndex:i]).location.z);
cube.material.diffuseColor = ((CC3MeshNode*)[currentPiece.cubes objectAtIndex:i]).material.diffuseColor;
cube.name = [self vecToString:cube.location];
CC3ActionAnimate *bounce = [CC3ActionAnimate actionWithDuration:1.0 onTrack:0];
Of course I will modify the location of every cube in the Tetromino as it is bouncing according to the bounding box of any cube underneath it but that's just getting realistic and fancy... first I just want the cubes to bounce individually! What am I not getting here? This is directly from your code (I've tried the repeatForever incase it happens so fast I don't see it but no better results):
CCAction* gliding = [[CC3ActionAnimate actionWithDuration: 2.0 onTrack: _dragonGlideTrack] repeatForever];
gliding.tag = kGlidingActionTag;
[_dragon runAction: gliding];
I've also tried running the action on the entire Tetromino node (CC3Node) which has 4 [cubeMesh copy] children to better mimic the _dragon which is a CC3Node and not a particular CC3MeshNode... no better results!