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.

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