JohnM

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  1. JohnM

    Scene.Animatables

    Yea, it just doesnt give any reason why it would create a new animatable vs stacking them like scene.beginAnimation does. oh well, it works. all that matters! thanks a lot
  2. JohnM

    Scene.Animatables

    Hi guys, sorry for the late reply. regards to the repro, its difficult for me to make the time for a repro as this is a professional project and if bugs pop up for me whilst making the repro thats time taken away from something else, but yea i definitely understand it would help. JohnK - Yes thats exactly what I want!! how come your two animations have two separate animatables? mine always gets combined into one when two animations are applied to the same mesh. EDIT - I suppose a better question would be, can anyone explain or link me to the docs for beginDirectAnimation as i am assuming this is what is sorting my issue, but this, this and this is all i can find about it online. Many thanks.
  3. JohnM

    Scene.Animatables

    Hi, Perhaps i am not explaining myself clearly, I am bad for doing that haha. I have animations that I have created using this method. however when i then create a SECOND animation using this method. it obviously gets applied to that mesh also which is good. but what is bad (for me) is that the second animation ALSO gets applied to the SAME scene.Animatable. so when i do - anim.pause(); it would then pause BOTH animations, where as i want to be able to control each animation individually. i hope this makes more sense? many thanks.
  4. JohnM

    Scene.Animatables

    I have also tried this - https://doc.babylonjs.com/how_to/group#how-to-group-animations but it doesnt seem to give the desired effect either. however i feel like it should, I feel like i should be able to apply a single animation to a group, how ever at the moment when i do this it says - SCRIPT445: Object doesn't support this action and points to this - var startAnim = new BABYLON.AnimationGroup("spherePosY"); startAnim.addTargetedAnimation(newAnimation, myObject); startAnim.pause();
  5. JohnM

    Scene.Animatables

    So i tried this - and it didnt work, im guessing because obviously I have no skeletons attached to my meshes, and unless they're characters, i prob never will. has anyone got any other suggestions? being able to control each individual animation would be a great help to me many thanks
  6. JohnM

    Scene.Animatables

    Hi, thanks for your answer! I just wanted to clarify that all my animated objects are only meshes with no bones / rigging / skeletons. would this still work for my meshes? I would check it myself but I wont be able to work on it till tomorrow. Many thanks!
  7. Hi, I was wondering, is it possible / could it be possible to create multiple animations for a single mesh but have them as separate animatables so you can pause and play etc each individual animation applied to that mesh? ive tried to create a new BABYLON.Animatable each time i create an animation but then the _runtimeAnimation is empty and .pause() .play() doesnt work. any help is much appreciate and if anything else needs explaining just let me know! many thanks, John
  8. awesome, life savers guys! thanks a lot!
  9. maybe something is now incompatible with it? it worked perfectly with 3.0 but I had to update as when I used the water material with 3.0 in IE11, i got a float4 issue, which I no longer get in 3.1 + or rather from trying to locate the bug, when i commented out the water material the float4 error went away... but anyways thats not an issue any more
  10. Hi! first of all, sorry if ive posted in the wrong section, but i wasnt sure if this was a bug or user error! http://www.babylonjs-playground.com/#825NJL#1 here is a playground of what im trying to do for work, please excuse the eye as i am unable to use the actual texture. its basically a wake for a boat. in the above playground the wake grows in the y axis. but I additionally need it to grow in the x axis but the buttom two verts at a faster rate than the top two. I created a updateParticleVertex function which worked perfectly using Babylon version 3.0 unfortunately I had to update to 3.1.1 (and have also tried 3.2.0-alpha2) which now when i uncomment line 48 - localScene.SPS.computeParticleVertex = true; - it throws the following error - SCRIPT5007: Unable to get property 'length' of undefined or null reference. which points to a minified piece of code even though i downloaded the un minified option ( this is the line it is pointing to if this helps - babylon.custom.js (17,29530)) I am using IE11 (unfortunately) due to customer request. is this a bug or can anyone tell me where my user error is? thanks and please do ask me a question if i am being unclear in any way! Thanks again, John.