Open SirGordon opened 10 years ago
Hey SirGordon
In AwayBuilder your animation works (i just checked). So it has to be the difference between AwayBuilder and Away3d-engine that is causing the problems.
about 1: Between animation in AwayBuilder and the Away3d-engine, there is this "big" difference:
AwayBuilder allways sets the "updatePosition" of the animator to false. animator.updatePosition = false;
this will have the effect, that the transformation (position) of the root-joint will not be considered. So no matter what scene-position you skeleton has set, it will allways be set to pos 0,0,0 rot 0,0,0.
So i think when the mesh disapears in the engine, its becasue of the default for updatePosition is true, and so the position of the rootjoint is considered, and therefore the mesh might be just out of your cameras view.
about 2:
each animationclip has a property called "stitchfinalframe" this is not available in awayBuilder atm (and therefore always set to false). finalStitch=true will replace the last keyframe with the first one. (as means to get a clean looping animation...) so if somehow you have set finalStitch=true on your animClips, it could be that the clip only consisted out of 2 keyframes. if you replace keyframe 2 with 1, it leaves you with no visible animation...it still plays the duration, but both poses are the same... maybe thats whats happening here ?
about 3: sorry, i didnt worked on/with the AnimEvents yet (CYCLE_COMPLETE). Maybe this the bug that is causing the AwayBuilder timeline for AnimationClips, not to work correctly.
Hope this is of any help
Hello, 80prozent! Yes, the animation works, but there are issues with looping=false..
about 1: Thank you, I'll try that!
about 2: I do not set finalStitch property
about 3: I think this may be because i change the skeletonAnimator.playbackSpeed programmatically and this property is not taken into the account
I confirm, animator.updatePosition = false; fixes the disappearing object problem. But i still wonder, why does the problem arise only if SkeletonClipNode.looping = false, because when it is true, object's coordinates are not modified!
Hello! I have converted a free model to AWD, here is it's link: http://r.playerio.com/r/moba-zpuzrjgvp0pk6vq9l6mfq/mage/mage.awd and tried to animate it in my project.