Animate strange behavior.

Blitz3D Forums/Blitz3D Programming/Animate strange behavior.

Yue(Posted 2015) [#1]
Hello, I have a strange behavior when I load an animated model, a bear trap, which has an animation of opening and closing. The fact is that if you do not use the Animate command looks like this. On the other hand if you use the Animate command, as the animation runs in the right place, but the idea is only run when the character is on the trap.



; Animate trampa1\mesh\modelo%,3,.7,0 



Yue(Posted 2015) [#2]




 Objeto Trampa.
; ==================
Function Init_ObjTrampa.CTrampas(nameZip$, fileMesh$,nombre$="", padre%= 0)
	
	Local obj.CTrampas  = New CTrampas
	
	
	obj.CTrampas\mesh% =  ZLoadAnimMesh(nameZip$, fileMesh$, padre% )
	
	
	
	
	
	
	If nombre$ = "" Then 
		
		idTrampa% = idTrampa%  + 1
		obj.CTrampas\nombre$  = "Trampa Osos " + idTrampa%
		
	Else 
		
		obj.CTrampas\nombre$   = nombre$
	End If 
	
	If obj.CTrampas <> Null And obj.CTrampas\mesh% Then 
		
		
		InfoDepurador(obj.CTrampas\nombre$)
	Else 
		InfoDepurador(obj.CTrampas\nombre$,"Fail")
		
		
	End If 
	
	Return obj.CTrampas
	
	
End Function 

Function DeleteObjTrampa%()
	
	Local obj.CTrampas = Null 
	
	
	For obj.CTrampas = Each CTrampas 
		
		idTrampa% = 0
		
		obj\nombre$ = ""
		
		If obj\mesh%  Then 
			
			FreeEntity obj\mesh%
;			obj\mesh% = 0
			
			
			
		End If
		
		
		Delete obj.CTrampas
		
		
	Next 
		
	
	
	
	
End Function 




Yue(Posted 2015) [#3]
Ok, no problem, change positionMesh por PositionEntity. :)


RemiD(Posted 2015) [#4]
You don't want to use ScaleMesh(), RotateMesh(), PositionMesh(), to scale, rotate, position, a rigged skinned animated mesh because these functions will change the coordinates of the vertices but not of the joints ("bones").