Found answer for problem 1: I should set "updateRootPosition" flag to false. Problem 3 is somehow related to position of first vertex (it's positioned at 0, 0, 0 local coordinates): http://files.myopera.com/MADCATX/albums/6547792/deformMane.jpg
On 4 апр, 23:21, MADCATX <[email protected]> wrote: > I've tried to load model with animations. Model was exported using > der_ton's exporter from 3dsmax to md5mesh & md5anim. I've 3 problems > with this: > 1) Animation moves the mesh with each new cycle. Probably result of > problem 3. > About 5 sec after > start:http://files.myopera.com/MADCATX/albums/6547792/movemesh1.jpg > About 30 sec after > start:http://files.myopera.com/MADCATX/albums/6547792/movemesh2.jpg > 2) There is no gotoAndStop(), nextFrame() functions in > SmoothSkeletonAnimator. Animation speed is proportional to > Event.ENTER_FRAME event, which isn't good since game data is being > updated on separate timer (for single player games you can use > ENTER_FRAME event to update data, but for network games this event > can't be used to synchronize data). So if I use separate timer for > updating data I do want the jump (for example) animation to end after > set amount of updates. > 3) Loading the animation causes models part (leg) to be deformed. > Without animation model is not deformed. > Deformation when using > animation:http://files.myopera.com/MADCATX/albums/6547792/legdeformation.jpg > Model with animation within der_ton's model > viewer:http://files.myopera.com/MADCATX/albums/6547792/0Capture.JPG > > Since model is not deformed in model viewer I think that there is bug > in md5anim parser that is causing this behavior.
