 equalamount Registered User |
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2019-12-08 19:26:27 |
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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.
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 equalamount Registered User |
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2019-12-09 09:37:54 |
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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?
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 niko Moderator |
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2019-12-09 10:49:01 |
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Sounds like a bug, maybe the animation playback isn't cloned correctly. How are you creating the clone exactly?
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 equalamount Registered User |
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2019-12-09 16:45:11 |
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I create a clone by getting it from the root scene first.
this._mesh = scene.getSceneNodeFromName("remotePlayerCube").createClone(scene.getRootSceneNode());
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