Yesterday, I spent almost 5 hours to reslove a skeletonAnimation issue, but no result.
see my post here:
Finally, I rewrite a clearly code, compare it with my project code.
I found my project code has one different with the test code.
this line:
mesh.geometry.applyTransformation((obj[‘transform’] as Matrix3D).clone()
so I replaced this line with:
mesh.transform=(obj[‘transform’] as Matrix3D).clone();
but another problem came….
I found my round shape no scale , it should be scale to 0.7.
tran = new Matrix3D();
tran.appendScale(0.7, 0.7, 0.7);
but mesh is correctly
I created the map with :
new AWPBvhTriangleMeshShape((roundCollisionModel.getChildAt(0) as Mesh).geometry)
roundCollisionModel.getChildAt(0) is mesh at above.
so result are two:
1, when set mesh’s transform, its geometry no change. get wrong collision
2, when applyTransformation to mesh.geometry, the skeleton animation get wrong animation.
I think this is a bug.