LoadAnimSeq - is there a limit?
Blitz3D Forums/Blitz3D Programming/LoadAnimSeq - is there a limit?
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Hiya, There is no limit on this command is there? I have got to the fourth animation sequence and it refuses to give me a handle for the fourth loaded sequence. Global QA_run=LoadAnimSeq(player,"Q_run.b3d") ; load sequence one Global QA_walk=LoadAnimSeq(player,"Q_walk.b3d") ; load sequence two Global QA_idle1=LoadAnimSeq(player,"Q_idle_1.b3d") ; load sequence three Global QA_halt=LoadAnimSeq(player,"Q_halt.b3d") ; load stop running - which is sequence four Print QA_halt WaitKey() The print QA_halt results in 0, I was expecting 4. IPete2. |
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no limit you should run into. |
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QA_halt should return 4. There must be a problem with the Q_halt.b3d file. If you convert the file to XML using the b3d2xml code in the archives you should be able to detect the problem. |
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I thought not... This is really strange, when I put the halt anim second in the list it loads fine. Put it at the end and it loads badly, reporting no animation sequence number. I would like to know whats going on here, but I have solved it for now by loading it in a different order. IPete2 |
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do the other animations return 4 when you place them last? |
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so far no limits here..I use to blend 25 animseq without any problems.. |
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(tu) sinu, When placed last, the stop animation gives me a zero which is obviously wrong, yet when placed second it gives me a 2. It is mighty odd. When in second place it animates just fine though so as long as it continues to work I guess thats onk. I don't like surprises though so I would like to know why it is wrong. I am seeing the animator on Monday and I have another issue with the way the mesh has exported out of Max (via Pipeline). It is facing the correct way before I animate it, but when it is animated it flips around and faces the reverse direction. Not sure why yet. @Naughty Alien thats great to know there is no limit to anim sequences. I only have four so far but I intend to have upto 10-15. IPete2. |
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I have been loading alot too and i never get this issue. Keep us posted if you figure it out. The animations should be facing the same way as the mesh, it seems wierd not to do so. |
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Ricky, Just noticed your idea to convert it to XML, I will try this just to see what it looks like! Thanks for the suggestion. IPete2. |