Wintermute Engine Forum

Wintermute Engine => Technical forum => Topic started by: mRax on March 13, 2007, 12:38:06 PM

Title: Animation methods surprise
Post by: mRax on March 13, 2007, 12:38:06 PM
Hello everyone! :)

I find out a strange situation, when .PlayAnim*() methods are working, but the object isn't playing a specified animation. That means there aren't any warnings/errors and

Code: [Select]
var t=Game.CurrentTime;
this.PlayAnim("anim");
t=Game.CurrentTime-t;

the variable t has one value only. But sometimes the object play anim animation and sometimes not (as I said, "play" means, that player see the animation. Anyway .PlayAnim() take typical t time). I guess, what is it really may be ???

...

Well, the trouble was disappeared, when I erased next line

Code: [Select]
this.PlayAnimChannelAsync(1,"start");
And the start animation wasn't played only. Then I modify it to the

Code: [Select]
this.PlayAnimAsync("start");
but the start animation isn't played again ;D The information about channels in documentation is very poor to understand this situation. So, can somebody explain it to me?

As I thought, 0-Channel is default channel for idle, walk, talk - animations. I used 1-Channel and that was all I need ;) the trouble was appeared. idle animation and the start one must play simulanteously (they describe different bones/dummies, so must work).
Title: Re: Animation methods surprise
Post by: Mnemonic on March 13, 2007, 04:51:38 PM
So... how exactly does your code look like in its entirety?
Standard animations are indeed played in channel 0, and the animations played in other channels can override some of the bones.