![]() This is the reason the character position does not update on a frame by frame basis and pops 168 units every animation cycle. In effect the ansitions for both points are zero which results in a net delta change of zero. ![]() This popping is caused a few lines lower in the same update method where the code tries to extract the position p2 and p1 information from ansition between the two frames. You see the character move in 168 unit chunks every second or so. This being that when looking at the position of the character in realtime the position is not being updated until the animation cycle iis complete. ![]() If I fudge the totalDelta the character translates like it should. The next effect is that animation will not translate when the Awa圓D code for the SkeletonClipNode updatePositionDelta is called due to the zero vector for totalDelta. They are all zeros in the imported/exported version of Onkba. When I load the UU3D imported/exported Onkba these values are not consistent with non touched version of Onkba. This totalDelta vector translates the model when the animation cycle is complete. You can see these values when importing the asset and the ASSET_COMPLETE event is triggered for the ANIMATION_NODE. In the properly translating Onkba demo this value is set to The main part is the totalDelta on the SkeletonClipNode for the walk cycle. My goal is too have the character continue its movement, from it’s last walking position at the end of the cycle. If it matters I am using Awa圓d 4.1.6.Īgain I want to say that the working Onkba once imported/exported through UU3D displays the same non translating behavior. So I dug deeper on this, to find the root of the issue.
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