adam Posted January 19, 2017 Share Posted January 19, 2017 I'll try to figure it out over the next couple of days. edit: I tracked down the code that made this break. I might actually have a fix tonight. Quote Link to comment Share on other sites More sharing options...
adam Posted January 19, 2017 Share Posted January 19, 2017 http://www.babylonjs-playground.com/#OCCLB#40 PR submitted. Quote Link to comment Share on other sites More sharing options...
Koroldev Posted January 19, 2017 Author Share Posted January 19, 2017 5 hours ago, adam said: http://www.babylonjs-playground.com/#OCCLB#40 PR submitted. Sorry, but I not fully understood about your dialog with Deltakosh. I am not strong in English it is working example? or what it is? because this code stop all my animations on the scene var Animatable = BABYLON.Animatable; Animatable.prototype.stop = function (animationName) { var idx = this._scene._activeAnimatables.indexOf(this); if (idx > -1) { if (animationName) { var animations = this._animations; var numberOfAnimationsStopped = 0; for (var index = animations.length - 1; index >= 0; index--) { if (typeof animationName === "string" && animations[index].name != animationName) { continue; } animations[index].reset(); animations.splice(index, 1); numberOfAnimationsStopped++; } if (animations.length == numberOfAnimationsStopped) { this._scene._activeAnimatables.splice(idx, 1); if (this.onAnimationEnd) { this.onAnimationEnd(); } } } else { this._scene._activeAnimatables.splice(index, 1); var animations = this._animations; for (var index = 0; index < animations.length; index++) { animations[index].reset(); } if (this.onAnimationEnd) { this.onAnimationEnd(); } } } }; Quote Link to comment Share on other sites More sharing options...
adam Posted January 19, 2017 Share Posted January 19, 2017 There is a bug with that fix. Here: http://www.babylonjs-playground.com/#OCCLB#44 Quote Link to comment Share on other sites More sharing options...
shen Posted February 12, 2017 Share Posted February 12, 2017 Seems the mesh is only updated to the bone's position during an animation is playing. I find that attachToBone doesn't work with the bone moved with BoneIKController. Koroldev 1 Quote Link to comment Share on other sites More sharing options...
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