There is no limits to the number of bones that can be used in a model.
However, there is a limit to how many can be calculated on the GPU.
For models with large numbers of bones, the animation should revert
back to being calculated on CPU.

There is currently a known bug in the automatic test for this, which
means that the animation system will not always automatically figure
out that animation needs to happen on CPU. So it tries running it on
GPU and that's when this fail.

Solve it by setting the "forceCPU" constructor parameter to true when
you create your SkeletonAnimation, to bypass the faulty test and
always run the animation on CPU. If you do not see the forceCPU
parameter, you need to get the latest code from GitHub.


Cheers
/R


On May 23, 4:11 pm, "[email protected]" <[email protected]>
wrote:
> Hi,
> I have a MD5 file with 54 bones. I add on my stage a lot of this
> object.
> My md5 have sub object. When I remove few bones of subobjects my stage
> can render. But with 54 bones I have error at :
>
> context.drawTriangles(renderable.getIndexBuffer(context,
> contextIndex), 0, renderable.numTriangles);
>
> in MaterialPassBase.as (index 0 out of range)
>
> What is the limit for bones ?
>
> (sorry for my english)
>
> Thx.

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