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Animation Bug!!!

areibma
Registered User
Quote
2018-03-11 05:52:05

When there is two or more clone of same node, and when the animation changes from walk to idle, all clone nodes resets themselves. Is this bug.
Please see the video - https://www.youtube.com/watch?v=...
When the selected node stops the non selected node also changes its animation from walk to idle.


niko
Moderator
Quote
2018-03-11 06:29:39

Ah, yes, that's interesting. What platform is this on? And with which command are you setting the animation? Maybe it's a bug in an extension behavior.


areibma
Registered User
Quote
2018-03-11 06:33:36

I used the same code from behavior_clickToMove downloaded from the extensions page. Here is the code -

if (bMovingForward)
{
// move forward/backward

var speed = this.Speed * timeDiff;

directionForward.normalize();
pos.x += directionForward.x * speed;
pos.y += directionForward.y * speed;
pos.z += directionForward.z * speed;

// set animation

ccbSetSceneNodeProperty(node, 'Animation', this.WalkAnimation);
ccbSetSceneNodeProperty(node, 'Looping', true);
}
else
{
ccbSetSceneNodeProperty(node, 'Animation', this.StandAnimation);
ccbSetSceneNodeProperty(node, 'Looping', true);
}



just_in_case
Moderator
Quote
2018-03-12 22:20:45

As the clone scene node uses the same property as of the parent node... So i think that it is obvious for a clone node to do the exact animation ... As done by the parent node... Or other clone of the same parent node.....

So maybe using the "currentnode" in your extension may solve this problem...


areibma
Registered User
Quote
2018-03-13 03:08:41

wrote:
So maybe using the "currentnode" in your extension may solve this problem...

I tried that, its still same. Even using ccbGetCurrentNode() it does not solved.


just_in_case
Moderator
Quote
2018-03-13 16:51:41

Hmmm strange!!


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