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Hi, I have a project which is somewhat complex. I am having trouble managing the bones, meshes and attachment when animating them. I have 4 different animations, however the animations will have attachments that are visible on some of them and others the attachments will not be visible. So I proceed to disable visibility for certain attachments then set a keyframe for them. However when I start another animation and make the attachments visible again, this visibility extends to the previous animation.

How can I proceed? I could solve that by removing the opacity of the attachments when they shouldn't appear, but that doesn't sound like the better solution. Is there any other way to fix that?

Thanks,

degiz yazdı

However when I start another animation and make the attachments visible again, this visibility extends to the previous animation.

Do you mean at runtime when you set a different animation, the previous animation attachment changes are still being applied? This is how it is supposed to work, to give you the flexibility to control when attachments are changed. You might have some attachments that are the character's configuration (eg, weapon) and other attachments that animations change (eg, a different torso angle).

At runtime, whenever you change animations, you can set all slots to the setup pose using setSlotsToSetupPose on the skeleton. Alternatively, you can individually set slots to the setup pose, eg so the character's weapon isn't reset to the setup pose but everything else is (or whatever your needs).