Bones simultaneous channel problem

Hi,



I had 1 runcycle anim for a character(and its hood clothes) that i decided to split between legs and arms anims (later to have an object hold in the r hand while the l hand keeps animating itself)



as i create different channels, i 1st engage the legs animation, wich works fine

once i add the arms animation, the legs one disapear although tey are split on different channels in the code



as i have been checking the skeletton xml i noticed that for each animation, every bone had animation keys

although i removed keys from bones who were not supposed to be concerned



ex:for in the PlayerArmsWalk animation, only the arms are supposed to move, i removed the legs bone keys

but the exporter seems to create them anyway



anybody can tell me how to solve this issue

I use OGRE Exporter v1.4 script in blender



here is the code inside the controller

Code:
if(!playerLegsChannel.getAnimationName().equals("PlayerLegsWalk")) { playerLegsChannel.setAnim("PlayerLegsWalk"); playerLegsChannel.setLoopMode(LoopMode.Loop); }
    if(!hoodLegsChannel.getAnimationName().equals("PlayerLegsWalk"))
    {
        hoodLegsChannel.setAnim("PlayerLegsWalk");
        hoodLegsChannel.setLoopMode(LoopMode.Loop);
    }
    if(!playerArmsChannel.getAnimationName().equals("PlayerArmsWalk"))
    {
        playerArmsChannel.setAnim("PlayerArmsWalk");
        playerArmsChannel.setLoopMode(LoopMode.Loop);
    }
    if(!hoodArmsChannel.getAnimationName().equals("PlayerArmsWalk"))
    {
        hoodArmsChannel.setAnim("PlayerArmsWalk");
        hoodArmsChannel.setLoopMode(LoopMode.Loop);
    }</div>

thx

You’re supposed to assign bones to be controlled by that AnimChannel.

See the javadoc for the AnimChannel.add**Bone() methods

http://hub.jmonkeyengine.org/javadoc/com/jme3/animation/AnimChannel.html#addFromRootBone(java.lang.String)

@Momoko_Fan said:
You're supposed to assign bones to be controlled by that AnimChannel.
See the javadoc for the AnimChannel.add**Bone() methods
http://hub.jmonkeyengine.org/javadoc/com/jme3/animation/AnimChannel.html#addFromRootBone(java.lang.String)


so by default they are all assigned to a chanel ?
is'nt it a bit tedious to assign them programaticaly, i mean i will have to modify the code every time i add or delete a bone
or i will have to rename the bones with prefix for filtering
@rompelstilchen said:
so by default they are all assigned to a chanel ?
is'nt it a bit tedious to assign them programaticaly, i mean i will have to modify the code every time i add or delete a bone
or i will have to rename the bones with prefix for filtering


ok i see addFromRootBone should do the trick
thx for your help