jpdev Posted February 17, 2017 Share Posted February 17, 2017 Hi guys, I am looking for a way to find out which animation is "really" running on an object. I start my animations this way: this.mesh.skeleton.beginAnimation(name, true, 1.0); "name" is a string that is the animation name in blender. It get's translated to a range (begin frame and end frame) and that is played. I track which animation I set last to know what the animation of the object should currently be - but sometimes this doesn't match what is actually displayed. I am not sure what goes wrong - but I would like to be able to fix it. (For example, sometimes the death animation doesn't play on players - they just look frozen until respawn, and I would like to be able to correct this.) I am currently unable to check if what animation I think is playing is really currently playing. What I am looking for is a way to do this: this.mesh.skeleton.getAnimationName() or this.mesh.skeleton.getAnimationNames() - but not by tracking what animation name was last set (that's what I am doing now) but by really checking if the correct range is playing. I will gladly implement those myself, but I have looked the data in the skeleton, and I can't tell where I can find the currently playing animation range or the current frame. Any pointers into the right direction are appreciated. Quote Link to comment Share on other sites More sharing options...
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