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Found 3 results

  1. var keys = [] keys.push({ frame: 0, value: 0 }) keys.push({ frame: 10, value: 5 }) Good afternoon. There is such an array keys = [] (see up). And it has parameters "frame" and "value". What kind of options? What they do? Asking this question because I do not understand what this parameter is "value" different 100 implementation below. scene.beginAnimation(sphere, 0, 100, true)
  2. Hello, I used to go to a specific frame in an animation by launching this command : scene.beginAnimation(box1, 100, 100, true); There is now an error saying : Uncaught TypeError: Cannot read property 'frame' of undefined Is it possible to go to a specific timeframe another way ? Right now my solution is to be sure that the start and end frames are always differents. Would be cool to make it work like before if there is anything that could prevent it.
  3. I have a Blender exported mesh with animation that has different animations in the same animation sequence, but at different frames. For example, animation_1 is at 0 - 40 frames and animation_2 is at 100 - 105 frames. I am calling them and getting the animatable object back from the scene.beginAnimation function. For example: scene.mesh.playAnimation1 = function () { if (scene.mesh.animatable) { scene.mesh.animatable.stop(); } scene.mesh.animatable = {}; scene.mesh.animatable = scene.beginAnimation(scene.bowMesh.skeletons, 0, 40, false, 1, function () { // do something }); } I do this also for my other animation. Then I call scene.mesh.playAnimation1 to play it. The problem I am having is that the callback function from both are playing, no matter which one I call, though the correct animation is playing? Is this a bug or am I using it in an unintended way. It seems as if I should take the beginAnimation out of this function, but I don't want it to play on load. Thanks in advance for the help. PS: Was about to post this without a playground example: http://www.babylonjs-playground.com/#24CTKX Click the FPS Label in the scene to start/toggle animation -amorgan
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