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Showing results for tags 'skeletons'.
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Hi, I've gone through the stuff on skeleton animations on the babylon docs, virtually all examples involve some form of scene.registerBeforeRender or scene.registerAfterRender stuff. I would like to make an humanoid character, say, pathfind and start walking from A and then stopping automatically at B. So, the usual way to do it in C# or other languages is to have the character be at rest pose at A, blend into walk pose and then blend into rest pose at B with the waypoints given. I found that babylon scene.registerBefore/AfterRender calls will not run when the browser tab is not active. So I could have my AI start walking, tab out and then to tab back after a few minutes to find that it hadn't left Point A yet. I'm new to animating characters on the web and tried to solve it in the PG (with the dude) but can't seem to animate his position without pausing when browser tab is not active. How should I go about solving this issue ?
Hello everyone, long time no see! So i'v ran to an issue where i'm trying to attach meshes to bones from another import. I'v this torso which is built from 2 meshes and this torso assembly holds the skeleton. Then i'v another model and when i'm trying to place the import directly to head bone for example the model flips around Z axis and goes somewhere it doesn't really belong. I'v attached an image which hopefully explains more than my english does What i'm doing wrong? any ideas? - best regards, eljuko
environment: Unity 5.3.4f1 (64-bit) system: win7 X64 I want to export the unity3d component "Animation", in this component contain a skeletion anim. below is my unity3d package. ttscene.zip