Seems that I'll be able to write required lines of code to implement
gotoAndStop() function for animation...
Problem 3 is somehow related to line 69 in SkeletonPose.as:
After commenting this line (//t.x = tr.x; t.y = tr.y; t.z = tr.z;)
animation plays correctly, but at wrong coordinates:
http://files.myopera.com/MADCATX/albums/6547792/animationWrongCoordinates.jpg

In this and previous screen shots the animation applied to mane only.

On 7 апр, 15:05, MADCATX <mad111c...@gmail.com> wrote:
> Found answer for problem 1:
> I should set "updateRootPosition" flag to false.
> Problem 3 is somehow related to position of first vertex (it's
> positioned at 0, 0, 0 local 
> coordinates):http://files.myopera.com/MADCATX/albums/6547792/deformMane.jpg
>
> On 4 апр, 23:21, MADCATX <mad111c...@gmail.com> wrote:
>
>
>
> > I've tried to load model with animations. Model was exported using
> > der_ton's exporter from 3dsmax to md5mesh & md5anim. I've 3 problems
> > with this:
> > 1) Animation moves the mesh with each new cycle. Probably result of
> > problem 3.
> > About 5 sec after 
> > start:http://files.myopera.com/MADCATX/albums/6547792/movemesh1.jpg
> > About 30 sec after 
> > start:http://files.myopera.com/MADCATX/albums/6547792/movemesh2.jpg
> > 2) There is no gotoAndStop(), nextFrame() functions in
> > SmoothSkeletonAnimator. Animation speed is proportional to
> > Event.ENTER_FRAME event, which isn't good since game data is being
> > updated on separate timer (for single player games you can use
> > ENTER_FRAME event to update data, but for network games this event
> > can't be used to synchronize data). So if I use separate timer for
> > updating data I do want the jump (for example) animation to end after
> > set amount of updates.
> > 3) Loading the animation causes models part (leg) to be deformed.
> > Without animation model is not deformed.
> > Deformation when using 
> > animation:http://files.myopera.com/MADCATX/albums/6547792/legdeformation.jpg
> > Model with animation within der_ton's model 
> > viewer:http://files.myopera.com/MADCATX/albums/6547792/0Capture.JPG
>
> > Since model is not deformed in model viewer I think that there is bug
> > in md5anim parser that is causing this behavior.

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