Lightnet Posted November 26, 2016 Share Posted November 26, 2016 The animation plays but it reset the position to zero when the play animation. using the assets manager loader. When I try to override position when it play it reset to zero that doesn't work. I wonder if it a bug. I wanted to clone the mesh without need to clone the animation is kind of long way round. version 2.4. scene.beginAnimation(this.enemies[0].mesh, 40, 60, true, 0.5); for(var i = 0 ; i < this.meshes.length;i++){ if(this.meshes[i].name == _name){ var mid = uuid();//random id generator model = this.meshes[i].clone(mid,null,true); model.skeleton = this.meshes[i].skeleton.clone(); break; } } Any idea? Quote Link to comment Share on other sites More sharing options...
RaananW Posted November 28, 2016 Share Posted November 28, 2016 Hi @Lightnet, would you be able to reproduce this in the playground? Have you tried 2.5? Quote Link to comment Share on other sites More sharing options...
dbawel Posted November 28, 2016 Share Posted November 28, 2016 Array -1 Quote Link to comment Share on other sites More sharing options...
RaananW Posted November 28, 2016 Share Posted November 28, 2016 Ehhh.... what? Quote Link to comment Share on other sites More sharing options...
Lightnet Posted November 28, 2016 Author Share Posted November 28, 2016 scene.beginAnimation(this.enemies[0].mesh.skeleton, 40, 60, true, 0.5); Manage to get it working. It need some different way to make thing work than examples. To tell them or it way it set animation to position to zero. When copying the mesh. Then chose clone mesh(reset to zero position) or mesh.skeleton.(play current position) Quote Link to comment Share on other sites More sharing options...
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