Comments (8)
@mrezai Hello all, this has been patched into the latest creature godot 3 code.
Cheers
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Hello,
Both those changes do not touch any of the display code I think, especially the first one.
However, you can try commenting out the line in f75573f and see if it fixes the issue.
from creature_godot.
Yes I did that... this is the problem, commenting (manager->SetAutoBlending(true);) fix the problem.
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Ok, you can work with that for now. However, autoBlending must be set to true somewhere in order for the blending to work. The issue is I do not know through their API where to initialize that. LoadJson was the candidate to do it but if it conflicts with the preview system, then we can remove it for now. But I still think that needs to be called.
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Actually, thinking about the problem a bit more, the correct fix is probably to only call the SetAutoBlending(true); when the code is running in the game, not in the editor preview. However, I am unable to find in their docs how to determine which "mode" the plugin is currently in. If anybody can shed some light on this issue that will be great.
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Maybe Engine::get_singleton()->is_editor_hint()
is what you want
from creature_godot.
Could be great to have this in godot2 module too... Godot3 is not in production-mode and there is middle-travel to arrival.
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I put this for documenting:
If someone is using this script and want a comfortably workaround to this problem, can compile the godot editor with the module with line 123 commented and compile export templates uncommentig this line. with this workaround you have animations working in editor and exporting.
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Related Issues (20)
- Latest version does not seem to compile correctly. (Godot 3.0.5 Stable) HOT 3
- Godot compiling error (only happens when I add creaturegodot module) HOT 6
- Creature Node in Godot's 3D environment? HOT 1
- Issue while compiling the Creature Plugin with Godot 3.1 HOT 2
- Issue with 3.1.1 android compiling HOT 5
- Export build crashes when using CreatureGodot node HOT 10
- Issue with 3.1.2 android compiling HOT 2
- Build fails with godot 3.2 HOT 5
- Missing tutorial for godot normal map HOT 1
- Color Flags aren't exported to JSON file HOT 4
- Creature module does not work with godot 3.3.2 HOT 2
- Shader Incompatibility
- [Feature Request] Godot 4.0+ Runtime desperately needed.
- blend_to_animation snaps instead of blending HOT 2
- [feature request] Translate/rotate bones via runtime code in game HOT 3
- Creature are unable to find json file in custom export template (WIN64 and probably all platforms) HOT 4
- Creature plugin should give to the user hability to cancel "print" to console HOT 1
- Ability to mix two animations in the runtime HOT 1
- Error building Godot 3.0 with creature module HOT 7
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