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Actions on meshes react differently from bone (armature) animations when played.
This can be seen in 2 situations:
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.
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
Actions on meshes react differently from bone (armature) animations when played.
This can be seen in 2 situations:
animation.play(action, null, blendTime, speed, false)
; instead ofanimation.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.
BoneAnimTest.zip
(drag & drop zipped .blend file here)
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