Closed umberto-sonnino closed 5 years ago
Here's a zip file containing two files: -translation.flr is the general case -translation1.flr is the bug
The best way to handle this is by invalidating the shape when a sub-path has its transform marked dirty (as opposed to when the transform updates). This avoids generating two update cycles and avoids doing a conditional when every ActorNode updates.
I made this change for both the user drawn paths and the procedural ones.
Alright, great, this looks fixed!
If multiple Paths are nested under a single Shape have different keyframed values for each Path, the Shape won't invalidate any of the underlying Paths, and thus won't update.
A simple fix for this would be to add in
ActorNode.update()
: