ahlekoofe / gamekit

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Initial object position won't affect animation #263

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
It looks like initial object states like rotation, scale and position will be 
deleted when they have animation data. This can lead to some strange results 
that do not reproduce the way things behave in blender. 

Let's say I have an object with an initial position and I just animate the X 
axis. With the current code z and Y will be set to zero as soon as the 
animation starts while in blender they keep their old values.

To fix this, we could load the initial transformState before applying any 
keyframed values.

I have attached a version of gkAnimation.cpp that does this.

Is this safe to do that way or will it break other things?

See more details in this forum thread: 
http://gamekit.org/forum/viewtopic.php?f=2&t=499

Original issue reported on code.google.com by underd...@gmail.com on 20 Aug 2012 at 1:26

Attachments:

GoogleCodeExporter commented 8 years ago
My solution had a problem with the rotation. The following file fixes that.

Original comment by underd...@gmail.com on 23 Aug 2012 at 5:35

Attachments:

GoogleCodeExporter commented 8 years ago
Would be great if you could provide a svn-patch-files

Original comment by tomag...@googlemail.com on 29 Aug 2012 at 7:48

GoogleCodeExporter commented 8 years ago
I probably can do that. But actually I rarely used SVN before. I am always 
using git. Do you have any pointers on how I should create one?

Original comment by underd...@gmail.com on 29 Aug 2012 at 7:50

GoogleCodeExporter commented 8 years ago
Hmm, not sure. I always do this with eclipse. Not sure about how to do this on 
the command line. I assume something like: svn diff. I use checkout out gamekit 
via git svn, I actually don't know how to create a corresponding svn-diff. 

If you want we can test git-patch as well...

Original comment by tomag...@googlemail.com on 29 Aug 2012 at 11:07

GoogleCodeExporter commented 8 years ago
Ok, this one is along with other stuff been commited today.

Thx, for the patch

Original comment by thomas.t...@googlemail.com on 6 Sep 2012 at 2:37