I’m not sure how this works. Can anyone explain?
I’m loading in an MD5 animation, and I want to clone the characters to create something like 50 of them.
When I look at SkeletonAnimation.as on line 114, I see this:
// if too many bones to fit in the constants, fall back to cpu animation :(
if (_forceCPU || _jointsPerVertex > 4 || pass.numUsedVertexConstants + _skeleton.numJoints * 3 > 128) {
_usesCPU = true;
_nullAnimation = new NullAnimation();
return _nullAnimation.getAGALVertexCode(pass);
}
Ok, so too many bones? Since I’m cloning my mesh, and cloning the sequence, why is this coming up true when I create too many clones?
What is the proper way to clone an army from a loaded MD5 mesh and animation?