when the model moves during animation, he kind of leaves the shadow shell because the shadow doesn’t update when animating all the time
Is this an md5 animation? I was experiencing the same thing and corrected it by adding an update call somewhere right after the new mesh position is calculated in the animation controller. I can't recall exactly what I did, I'll have to look it when I get home (about 1.5 hrs).
its an md3. yeah i figured i needed some type of update somewhere. not sure though
I might have put an updateGeometricState() call in. I can't think of anything else off the top of my head.
nope :[
its wierd too, because it works when the model is running i can see the shadow updating. only when hes standing there playing the idle animation it doesn't work.
apologies for the hijack but…
@nymon which md5 loader are using it was the one that is now on sourceforge have noticed any twitching in your animations
nightly build from a couple days ago
Heres my movement code. the setAnimation for running is called just right outside of the moveTowardsTarget
public void moveTowardsTarget(float tpf)
{
Vector3f currentPosNew = new Vector3f();
if(moving)
{
distance += (( (distance) +10.0f)/(distanceVal))*tpf;
currentPosNew.x = (oldPos.x*(1-distance)+target.x*distance);
currentPosNew.z = (oldPos.z*(1-distance)+target.z*distance);
currentPosNew.y = oldPos.y;
this.setLocalTranslation(currentPosNew);
}
if(distance>=1.0f)
{
distance=0;
moving=false;
setAnimation(0,9);
}
}
You don't lock by any chance do you?
Known bug. See http://www.jmonkeyengine.com/jmeforum/index.php?PHPSESSID=0015a5d7a9b77c31f44b3ac08093d78d&topic=4315.0;prev_next=prev
The animation controller should call setHasDirtyVertices when it manipulates verts directly. That will let the shadow volumes know they need to update.
Yes! Thats what it was! Sorry I didn't get back to you on that, I left town for the weekend.
@mcbeth I'm using kman's loader, and no I havn't noticed any twitching