syed samoon Posted January 10, 2018 Share Posted January 10, 2018 Hi Everyone, i have a doubt how to run a two animation simultaneously from a same skeleton without affecting 1st one. i will play animation using below script. i want to run this two animation without out affecting 1st one. is this possible?? scene.beginAnimation(player.skeleton, 61, 126, true, 1.0); scene.beginAnimation(player.skeleton, 0, 30, true, 1.0); Quote Link to comment Share on other sites More sharing options...
JohnK Posted January 10, 2018 Share Posted January 10, 2018 Does this help? http://doc.babylonjs.com/how_to/group Quote Link to comment Share on other sites More sharing options...
syed samoon Posted January 10, 2018 Author Share Posted January 10, 2018 It is not working for character model Animation should give to character model only. Quote Link to comment Share on other sites More sharing options...
aWeirdo Posted January 10, 2018 Share Posted January 10, 2018 Possible? Yes. Supported? Not that i know off. You would have to write a custom "beginAnimation" function and only animate the bones you wish to target with each animation. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted January 10, 2018 Share Posted January 10, 2018 Yes, @aWeirdo is right that starting an animation at the skeleton level really starts an animation on each of the bones. Even if you do that though, your example shows one running for 31 frames & another for 66 frames. Then you repeat. This is just going to be a mess. Better to combine them in the prior system, if you can. FYI, this is one reason I am trying to integrate Kinect mocap directly into a MakeHuman blender add-on. Scrounging crap from the internet almost never works right, or even close. Quote Link to comment Share on other sites More sharing options...
syed samoon Posted January 17, 2018 Author Share Posted January 17, 2018 Thanks, Is there any other possibilities. Quote Link to comment Share on other sites More sharing options...
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