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"regular" and bone animations do not play the same way #1018

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robw001 opened this issue Nov 21, 2018 · 1 comment
Open

"regular" and bone animations do not play the same way #1018

robw001 opened this issue Nov 21, 2018 · 1 comment
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bug This issue describes a bug

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@robw001
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robw001 commented Nov 21, 2018

Actions on meshes react differently from bone (armature) animations when played.

This can be seen in 2 situations:

  1. When (using the Play Action node followed by a Pause Action) an action is played.
  • on a mesh action, the animation stops at the last frame of the action.
  • on a an armature action, it reverts back to the first frame of the action.
  1. When (using a custom node), an animation is played while specifying the playback speed and with a "repeat / no repeat" boolean value attached
  • on an armature action, the "loop / no loop" value is honored (i.e. animation runs once, as expedted)
  • on a mesh action, the "loop / no loop" boolean is ignored and the animation loops indefinitely. This happens even when it is hard-coded to stop in the haxe script as animation.play(action, null, blendTime, speed, false); instead of animation.play(action, null, blendTime, speed, loop);.

The attached zip contains a .blend file and the custom node ("Play Action With Params") that allows specifying speed and "loop / no loop".

The file contains three animation sequences, triggered with the 1-3 keys.

  • key "1" activates a mesh and a bone animation, using the regular PlayAction node
  • key "2" activates the mesh action, using a custom node with "repeat" set to false
  • key "3" activates the armature action, using a custom node with "repeat" set to false

BoneAnimTest.zip

(drag & drop zipped .blend file here)

@luboslenco
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This is very helpful, thanks for all the details!

(maybe related PR armory3d/iron#51)

@luboslenco luboslenco added the bug This issue describes a bug label Nov 22, 2018
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