I load animations in the following way:
Player(0) = LoadAnimMesh( "breathe.b3d" ) ;anim seq 0
Player(0) = GetChild(Player(0),1);
LoadAnimSeq(Player(0),"Marinewlk.b3d") ;anim seq 1
LoadAnimSeq(Player(0),"Walk.b3d") ;anim seq 2
I start off by playing the ‘base’ animation (anim seq 0 in the example), this works fine. I then play any of the other animations, this works fine. The next animation played will be contorted somehow; the bones will not be in the positions where they should be.
I have noticed that once the animation becomes contorted, playing the ‘base’ animation again means that the next animation will play correctly again and whatever animation is played after that will work correctly but the next animation played after that will then breakdown once more.
Has anybody else encountered this problem? Does anybody know what to do? I assume it’s a problem with how the animations are exported. I’m using MAX5 and B3D Pipeline.
Player(0) = LoadAnimMesh( "breathe.b3d" ) ;anim seq 0
Player(0) = GetChild(Player(0),1);
LoadAnimSeq(Player(0),"Marinewlk.b3d") ;anim seq 1
LoadAnimSeq(Player(0),"Walk.b3d") ;anim seq 2
I start off by playing the ‘base’ animation (anim seq 0 in the example), this works fine. I then play any of the other animations, this works fine. The next animation played will be contorted somehow; the bones will not be in the positions where they should be.
I have noticed that once the animation becomes contorted, playing the ‘base’ animation again means that the next animation will play correctly again and whatever animation is played after that will work correctly but the next animation played after that will then breakdown once more.
Has anybody else encountered this problem? Does anybody know what to do? I assume it’s a problem with how the animations are exported. I’m using MAX5 and B3D Pipeline.