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  3. Play Animation Holds onto Last Animation Used

Play Animation Holds onto Last Animation Used

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  • Keith DavisZ Offline
    Keith DavisZ Offline
    Keith Davis
    wrote on last edited by ZuniSoft
    #1

    Interesting behavior, I have a complex enemy object that uses one set of animations for walking, idle, hurt, etc. When I make a copy of the object and try setting new animations in the play animation behaviors for walking, idle, etc., the play animation holds on to the previous animation sequence. It also plays the new sequence. I have to delete all my play animation behaviors and replace them with new ones to fix the problem. Could this be a bug?

    Keith DavisZ RobinsonXR 3 Replies Last reply
    1
    • Keith DavisZ Keith Davis

      Interesting behavior, I have a complex enemy object that uses one set of animations for walking, idle, hurt, etc. When I make a copy of the object and try setting new animations in the play animation behaviors for walking, idle, etc., the play animation holds on to the previous animation sequence. It also plays the new sequence. I have to delete all my play animation behaviors and replace them with new ones to fix the problem. Could this be a bug?

      Keith DavisZ Offline
      Keith DavisZ Offline
      Keith Davis
      wrote on last edited by
      #2
      This post is deleted!
      1 Reply Last reply
      0
      • Keith DavisZ Keith Davis

        Interesting behavior, I have a complex enemy object that uses one set of animations for walking, idle, hurt, etc. When I make a copy of the object and try setting new animations in the play animation behaviors for walking, idle, etc., the play animation holds on to the previous animation sequence. It also plays the new sequence. I have to delete all my play animation behaviors and replace them with new ones to fix the problem. Could this be a bug?

        Keith DavisZ Offline
        Keith DavisZ Offline
        Keith Davis
        wrote on last edited by
        #3

        I guess you have to delete all the existing animation frames in the play animation behavior first then add the new animation. Seem more intuitive that if you just select a new animation, that the existing frames would be replaced with the new ones…

        RobinsonXR 1 Reply Last reply
        1
        • Keith DavisZ Keith Davis

          I guess you have to delete all the existing animation frames in the play animation behavior first then add the new animation. Seem more intuitive that if you just select a new animation, that the existing frames would be replaced with the new ones…

          RobinsonXR Offline
          RobinsonXR Offline
          RobinsonX
          wrote on last edited by
          #4

          @krdavis Looks like a bug - can look into it!

          1 Reply Last reply
          1
          • Keith DavisZ Keith Davis

            Interesting behavior, I have a complex enemy object that uses one set of animations for walking, idle, hurt, etc. When I make a copy of the object and try setting new animations in the play animation behaviors for walking, idle, etc., the play animation holds on to the previous animation sequence. It also plays the new sequence. I have to delete all my play animation behaviors and replace them with new ones to fix the problem. Could this be a bug?

            RobinsonXR Offline
            RobinsonXR Offline
            RobinsonX
            wrote on last edited by
            #5

            @ZuniSoft I just fixed this. Thank you for bringing this to our attention. :) When selecting an animation cycle, it should replace all the frames. You can still add individual images as frames without it resetting.

            1 Reply Last reply
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