The reason why you get a empty list with "Run On Load" is probably because the skeleton asset has not been inspected yet for the animation names. Also i think you cannot start them if that is the case. This is why later when y ou run the script it responds with the proper anim names.
Seems that there is no proper way to ask ent.animationctonroller.IsReady() or IsDetected() etc. So you can just assume to try again in 1 second if the animation name list is empty like so: if (availableAnims.length <= 0) frame.DelayedExecute(1.0).... etc.... Best regards, Jonne Nauha Adminotech developer On Tue, Mar 27, 2012 at 2:41 PM, Vaibhav Vaidya <[email protected]>wrote: > @Ali : > > I tried this also but I see the same results. > > > On Tue, Mar 27, 2012 at 5:02 PM, Ali Kämäräinen <[email protected]>wrote: > >> GetAvailableAnimations() returns a list so you need to print each element: >> >> var availableAnims = >> objectToAnimate.animationcontroller.GetAvailableAnimations(); >> for(var i = 0; i < availableAnims.length; ++i) >> console:LogInfo(availableAnims [i]); >> >> Grey skies, >> Ali Kämäräinen >> >> -- >> http://groups.google.com/group/realxtend >> http://www.realxtend.org > > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > -- http://groups.google.com/group/realxtend http://www.realxtend.org
