i go to try that... thanks..
when i export with pipeline, the preview works perfect, the human move with the bones animation...
so, if the b3d preview works, the problem is in the code... someone know what code use pipeline on the preview program?..
i post the code i use...
thanks alien...
here the b3d file...
http://www.latatoy.com.ar/temp/temp4.rar
THIS CODE IS FIXED!!!! NOW THE HUMAN MOVES AND BONES TOO..... THANKS TO ALL
when i export with pipeline, the preview works perfect, the human move with the bones animation...
so, if the b3d preview works, the problem is in the code... someone know what code use pipeline on the preview program?..
i post the code i use...
thanks alien...
here the b3d file...
http://www.latatoy.com.ar/temp/temp4.rar
THIS CODE IS FIXED!!!! NOW THE HUMAN MOVES AND BONES TOO..... THANKS TO ALL
graphics3d 1024,768,0,2 e# = .01 cam = createcamera() camerarange cam,.1,1000 positionentity cam,2,2,-3 luz = createlight(2) positionentity luz,100,100,100 lightrange luz,100 createmirror() piso = createplane(8) entityalpha piso,.6 ;t_piso = loadtexture("maps\piso.jpg") ;entitytexture piso,t_piso hidepointer ;OLD FAIL CODE BONES MOVE BUT NOT CHARACTER ;player = loadanimmesh("b3d\temp4.b3d") ;scaleentity player,e,e,e ;Global a_saluda=ExtractAnimSeq (player,0,130) ;global a_corre=ExtractAnimSeq (player,25,45) ;Animate player,1,.23,a_saluda,2 ;THE CODE FIXED, THE BONES MOVE; AND THE HUMAN WITH FINDCHILD TOO. ;fix start player = loadanimmesh("b3d\temp.b3d") scaleentity player,e,e,e Global a_saluda=ExtractAnimSeq (player,0,130) Global a_corre=ExtractAnimSeq (player,25,45) h = findchild(player,"human") ;findchild human mesh Animate player,1,.23,a_saluda,2 Animate h ;fix end while not keyhit(1) pointentity cam,player updateworld renderworld If KeyDown (200) Or KeyDown (17) Then vel# = -.03 If KeyDown (208) Or KeyDown (31) Then vel# = .03 If KeyDown (203) Then late# = + 2 If KeyDown (205) Then late# = - 2 if keyhit (57) then animate c,1 ,.5,3,0 turnentity player,0,late,0 moveentity player,0,0,vel# vel# = 0 late = 0 flip wend end