Open GoogleCodeExporter opened 9 years ago
I'm guessing it has to do with this, inside gkActionActuator:
if (m_action)
{
if (m_start > m_end)
{
m_start = 0;
m_end = m_action->getLength();
}
Original comment by ChrisFG...@gmail.com
on 24 Feb 2013 at 2:23
Hmm,...wanna give a try on fixing that? I won't have time for this at the
moment...
Original comment by thomas.t...@googlemail.com
on 26 Feb 2013 at 12:11
i've looked in to this and sort of came to the conclusion this function is part
of it:
http://code.google.com/p/gamekit/source/browse/trunk/Dependencies/Source/GameKit
/AnimKit/akAnimationBlender.cpp?spec=svn825&r=825#176
i'm not entirely sure what's going on in this function nor if it's really what
I want to modify. basically i'm thinking gk was programmed only for advancing
forward through the keyframes of an animation, and blending it. i realized i
might have a chance getting around this by running the animation from the final
frame to frame 1 of my animation by blending it over the action's total frame
count. i haven't tested this yet though.
i'll definitely take a look and see what i can get going, but like you i may
not really be able to dig deep until later :-\
oh yeah, i also noticed the flipper/flip flop actuator action does not work
also because of this same issue.
Original comment by ChrisFG...@gmail.com
on 26 Feb 2013 at 12:18
so attempting to skirt the issue with the blendin option did not help. i
actually could not get blendin on the actuator to do anything different. i was
under the impression it blended between two animations, and as this works in
blender itself it does not in gamekit. thanks for your interest in looking at
this, when you've a chance :)
Original comment by ChrisFG...@gmail.com
on 26 Feb 2013 at 1:14
Original issue reported on code.google.com by
ChrisFG...@gmail.com
on 24 Feb 2013 at 2:14