Jump to content

Search the Community

Showing results for tags 'animatable'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 5 results

  1. Hello,I exported a scene since blender. There is two meshes with animation.I created a function which gets back animation and creates two variables "Scene.beginAnimation" which allow me to make stop and restart afterward.I have for it makes a loop for to get back the frames of the beginning and from the end of every animation and associate them with the "target". var frameFrom = []; var frameTo =[]; var anime = []; for (var j = 0; j < Scene.Animatables.length; j++) { frameFrom.push(Scene.Animatables[j]['fromFrame']); frameTo.push(Scene.Animatables[j]['toFrame']);
  2. First post! I want to animate an object's position based on input from the user's mouse wheel. The mouse wheel can fire events many times per second. I don't want to destroy the old animation, and create a new one, for each of these many events. I'd prefer to "update" the keyframes of the existing animation instead (i.e. continue the animation from its current frame and position, to a new endPosition at a new keyframe). I'd also like to "restart" the animation again from its current value, if it happens to reach the final keyframe and stop, then the user scrolls again later. What is
  3. I have loaded a scene exported from 3ds max. The scene includes skeletons and an animation and plays on load. If I serialize the scene and load the saved scene I do not see an animation. I can see that the loaded - serialized scene's meshes do have arrays of animations. However, scene.Animatables is empty - whereas in the original this was populated. Is there anything I can probe to see whats going on? Perhaps I am just missing a function to start all the animations?
  4. Hi guys! I decided to ask some questions about Babylon animation, per a request from a friend. Although I am not currently experimenting with animations, that does not mean others can't. In this first post, I want to ask some basic questions. (ok, maybe not THAT basic) Thanks for input/answers. Feel free to do long answers. heh. 1. No Animation can run without an Animatable? (true/false) (I realize that Animatables are often automatically-created by easy user-exposed create-an-animation functions) 2. Animation has no target / targetMesh. No Animation knows wha
  5. Hi, people! http://www.babylonjs-playground.com/#2HQRVC#10 Here is Animatable, but why animationStarted property always false (i try any variants)? And can't force work pause and stop methods. Please, where i turned in wrong way?
×
×
  • Create New...