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Some questions

Nov 17, 2008 at 9:26 PM
First to all ... is a very nice library Bruno.

I have a warning message : the texture is build 2 times ... one in the processor ModelProcessor and another in the processor of the animated model, this is not important, is only by communicate. Sorry, my english is very bad :-)

The another question is about the loop. no work well when the clip is finished.

I think that the problem this in:

/// <summary>
        /// Updates the animation clip time.
        /// </summary>
        /// <param name="elapsedTime">Time elapsed since the last update.</param>
        private void UpdateAnimationTime(TimeSpan elapsedTime)
        {
            // Ajust controller time
            if (playbackMode == PlaybackMode.Forward)
                time += elapsedTime;
            else
                time -= elapsedTime;

            // Animation finished
            if (time < TimeSpan.Zero || time > animationClip.Duration)
            {
//================================================
                if (loopEnabled)
                {
                    if (time > animationClip.Duration)
                        while (time > animationClip.Duration)
                            time -= animationClip.Duration;
                    else
                        while (time < TimeSpan.Zero)
                            time += animationClip.Duration;

                    // Copy bind pose on animation restart
                    skeleton[0].CopyBindPoseTo(localBonePoses);
                }
//===========================================
                else
                {
                    if (time > animationClip.Duration)
                        time = animationClip.Duration;
                    else
                        time = TimeSpan.Zero;

                    isPlaying = false;
                    hasFinished = true;
                }
            }
        }

or/and in the UpdateChannelPoses();

Probably this wrong one and the problem is mas easily to solve, But the transiccion between the last Pose and the first one the model suffers a deformation.

Thanks Bruno.

duque

Nov 19, 2008 at 5:24 AM
Hi again ... well, sorry, the problem not is of code, is of the asset .fbx, not have a initial bind pose. Perhaps is necessar check this in the processor.

Thanks and sorry again