Blitz3D Animation bug? (loadAnimSeq+multiple anim)

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Hiya there,

Don't know if this will help as it is loading 2 animations but not to 2 spearate boned/mesh models. But this works:

b\entitypivot = CreatePivot()

b\entitymesh = LoadAnimMesh("Boned_Mesh.b3d",b\entitypivot) ; attach my boned mesh to the pivot

b\NPC_name = FindChild(b\entitymesh,"ROOT_UU3D") ; find the animatable root bone so I can call it to animate it 
b\npc_Idle  =   LoadAnimSeq(b\entitymesh,"idle_1.b3d") ; load sequence idle 1
b\npc_Idle2 =  LoadAnimSeq(b\entitymesh,"idle_2.b3d") ; load sequence idle 2 

Animate b\NPC_name,1,0.5,b\npc_Idle,5 ; animate this npc with the first Idle


- as the mesh was exported from Ultimate Unwrap its root bone for animating is by default called "ROOT_UU3D" - and this is case sensitive btw.


I load multiple anim-Seq's using this method and just animate the b\NPC_name with whichever is more apporpriate based on user input.

I have also found that by testing for the animation sequence, sometimes it doesn't load on the end of a particular sequence , so I move that one earlier in the load sequence, for example, if I load 10 animations and nothing works beyond the 6th one, I would move the load sequences around making sure that 8 9 and 10 load before 7 (if 7 is the problem file).

I haven't found out why this happens sometimes, but it does, and by moving it to an earlier or later load position it sorts it out somehow?! (don't ask me how!)

IPete2.