Blitz3D Animation bug? (loadAnimSeq+multiple anim)

Blitz3D Forums/Blitz3D Programming/Blitz3D Animation bug? (loadAnimSeq+multiple anim)

I have a character files that contain 2 separate animations. Here's the code I use (that works) for the first animation:
	temp =  LoadAnimMesh("assassin_death.b3d")
	ScaleEntity mesh, 15, 15, 15

	tempbody = FindChild(temp, "body")
	tempsword = FindChild(temp, "Knife")
	tempholster = FindChild(temp, "Knife_holder")

	tex = LoadTexture("assassin5.png")
	EntityTexture tempbody, tex
	EntityTexture tempsword, tex
	EntityTexture tempholster, tex

	Animate temp, 		1, .42, 0, 5
	Animate tempbody, 	1, .42, 0, 5


That works okay, but when I try to add an additional animation it will animate only "temp", not "tempbody"
	temp =  LoadAnimMesh("assassin_death.b3d")
	ScaleEntity mesh, 15, 15, 15

	tempbody = FindChild(temp, "body")
	tempsword = FindChild(temp, "Knife")
	tempholster = FindChild(temp, "Knife_holder")

	tex = LoadTexture("assassin5.png")
	EntityTexture tempbody, tex
	EntityTexture tempsword, tex
	EntityTexture tempholster, tex
	
	LoadAnimSeq(temp, "assassin_sneak.b3d")
	LoadAnimSeq(tempbody, "assassin_sneak.b3d")

	Animate temp, 		1, .42, 1, 5
	Animate tempbody, 	1, .42, 1, 5


I've checked the files (load "sneak" first, and then animSeq "death") I see the same problem: only the first loaded "loadAnimMesh" gets animated properly.

The "tempbody" won't animate more sequences.

Is this a blitz3d bug, or is there some certain way how the animations should be added?

Should I try to create separarate files for animations (for both the "temp" and for the "tempbody")?

Hiya there,

Don't know if this will help as it is loading 2 animations but not to 2 spearate boned/mesh models. But this works:

b\entitypivot = CreatePivot()

b\entitymesh = LoadAnimMesh("Boned_Mesh.b3d",b\entitypivot) ; attach my boned mesh to the pivot

b\NPC_name = FindChild(b\entitymesh,"ROOT_UU3D") ; find the animatable root bone so I can call it to animate it 
b\npc_Idle  =   LoadAnimSeq(b\entitymesh,"idle_1.b3d") ; load sequence idle 1
b\npc_Idle2 =  LoadAnimSeq(b\entitymesh,"idle_2.b3d") ; load sequence idle 2 

Animate b\NPC_name,1,0.5,b\npc_Idle,5 ; animate this npc with the first Idle


- as the mesh was exported from Ultimate Unwrap its root bone for animating is by default called "ROOT_UU3D" - and this is case sensitive btw.


I load multiple anim-Seq's using this method and just animate the b\NPC_name with whichever is more apporpriate based on user input.

I have also found that by testing for the animation sequence, sometimes it doesn't load on the end of a particular sequence , so I move that one earlier in the load sequence, for example, if I load 10 animations and nothing works beyond the 6th one, I would move the load sequences around making sure that 8 9 and 10 load before 7 (if 7 is the problem file).

I haven't found out why this happens sometimes, but it does, and by moving it to an earlier or later load position it sorts it out somehow?! (don't ask me how!)

IPete2.

I tried doing the findchild, but it didn't work. We finally got it working by having ALL animations in one file - and then using extractAnimSeq to separate them... after that I could animate child meshes.

Is that solution okay for you now then or would you still like to find out what went wrong with the previous set up?

If you want me to take a look at a mesh and a single animation, you can e-mail me and I'll see if I can see anything odd about it.

Best regards,

IPete2.

This is fine for me (for now)... but actually I run into another problem. For some reason I cannot get shadows to appear for my .b3d file (I can texture it fine - so the child "body" must be a proper mesh - but for some reason it won't show shadows)... talking about this here:
http://blitzbasic.com/Community/posts.php?topic=72345