I'm having some trouble getting a simple animated mesh to loop properly. I created some fan blades in 3ds max and created a 60 frame animation such that the fan blades would rotate 360 degrees over these 60 frames. The preview animation looks great in max, but when I export the file to .B3D format (by first exporting from max to UU3D in its native format (.U3D), then using UU3D to export the file as B3D), there’s a noticeable pause at the end of the animation sequence each time prior to the loop repeating. I initially thought that this was due to specifying a full 360 degree rotation in max, such that frame 0 and frame 59 represented the same rotation (although this seems to work perfectly well for max). So I then deleted the last frame and made the final rotation equal to 354 degrees (each frame being 6 degrees), but this also yielded a similar pause before the animation repeats. I messed around with changing the tween value for both scenarios, but to no avail. Here's the animation code I used:
If anyone has some insight into why this is happening and how to resolve it, your assistance would be greatly appreciated.
Graphics3D 1024, 768, 32, 1 mesh=LoadAnimMesh( "fan.b3d" ) PositionEntity mesh, -150, -150, 0 cam=CreateCamera() PositionEntity cam, 0, 0, -200 light=CreateLight() RotateEntity light, 45, 45, 0 PointEntity cam, mesh Animate mesh, 1, 0.1, 0, 2 While Not KeyHit( 1 ) UpdateWorld RenderWorld Flip Wend End
If anyone has some insight into why this is happening and how to resolve it, your assistance would be greatly appreciated.