var mesh:Mesh = AssetLibrary.getAsset(_meshTag) as Mesh;
_item = mesh.clone() as Mesh;
_skeleton = AssetLibrary.getAsset( _skeletonTag ) as Skeleton;
var animationSet:SkeletonAnimationSet = new SkeletonAnimationSet(3);
for(var i :int ; i
25 SkeletonAnimator,5FPS,Why ?Software: Away3D 4.x |
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Marshal, Newbie
Posted: 21 May 2013 08:28 AM Total Posts: 1
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SuperSam, Sr. Member
Posted: 21 May 2013 12:05 PM Total Posts: 102 [ # 1 ] I think the cause is that you’re using Onkba as your model. Onkba has 40 bones, which means animation will be run on the CPU. Away3D doc advises to use about 32 bones at most to avoid the CPU fallback. (that’s due to Stage3D limitations, limitations that exist to ensure maximum reach so maybe it will be lifted in the Extended profile, who knows)
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