Force CPU on SkeletonAnimation

Software: Away3D 4.x

Alex Bogartz, Sr. Member
Posted: 21 December 2011 07:26 PM   Total Posts: 216

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 || pass.numUsedVertexConstants _skeleton.numJoints 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?

   
   

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