Baked Texture Animations with Animation Groups?

You should not retarget the anims each frame (lines 44-50), this is a process that should happen only once => I moved the block of code to line 312 in the PG below.

The purpose of the block at lines 61-66 is to play the skeletal animations exactly synchronized with the VAT frame. If you don’t do this, you will see that the sword animation is desynchronized.

For the sword anim to stop playing when the player is dead, you should just stop the animation group (line 378).

Here’s a fixed PG:

However, you will see that it does not work for the second, third, etc player deaths. That’s because you have a single skeleton for the death animation for all the (sword) players. So, the same death animation is played for all swords that are using this animation. You will have to clone the skeleton for each (sword) player to avoid this problem.

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