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[BUG] With cloning AnimatedMeshSceneNode

Registered User
2019-12-08 19:26:27

So, I found a little bug when cloning AnimatedMeshSceneNode while working on my game.

When you create a clone of animated mesh scene node it does create the clone and return it. But it doesn't create a new clone of the Mesh and instead just saves the Mesh from the node that you've made a clone of.

This creates a problem when you play an animation on the clone, it also plays it on the node that you cloned.

I found this in animatedmeshscenenode.js file under the line 298.

Registered User
2019-12-09 09:37:54

I've tested it with my own animated mesh by importing the .fbx and everything works fine, so I guess the problem isn't with code but rather with pre-made models that are provided with CopperCube engine?

2019-12-09 10:49:01

Sounds like a bug, maybe the animation playback isn't cloned correctly. How are you creating the clone exactly?

Registered User
2019-12-09 16:45:11

I create a clone by getting it from the root scene first.
 this._mesh = scene.getSceneNodeFromName("remotePlayerCube").createClone(scene.getRootSceneNode());

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