Hi. I think this is because, by default, the animation is starting. You can avoid this using
BABYLON.SceneLoader.OnPluginActivatedObservable.addOnce(loader => {
loader.animationStartMode = BABYLON.GLTFLoaderAnimationStartMode.NONE;
});
Hi. I think this is because, by default, the animation is starting. You can avoid this using
BABYLON.SceneLoader.OnPluginActivatedObservable.addOnce(loader => {
loader.animationStartMode = BABYLON.GLTFLoaderAnimationStartMode.NONE;
});
Hi @MarianG thanks by responding… but this only works using the SceneLoader… with the Assets Manager it does not work. With Assets Manager it is necessary to stop the animations manually before calling start.
Please see these playgrounds if possible:
https://www.babylonjs-playground.com/#KTGKUQ#10 (not working)
https://www.babylonjs-playground.com/#KTGKUQ#11 (working, but forcing stop())
EDIT: Finally fixed, I was making a mistake calling pause instead of stop initially
https://www.babylonjs-playground.com/#KTGKUQ#13
So calling stop initially, It is not necessary to call it again.
Best Regards
Hey, did you check my pg?
https://www.babylonjs-playground.com/#KTGKUQ#12
Line 6,7 as I said.
This should work because if I remember corect assetManager use internally same sceneloader for import (but don’t trust me :), I have to check)
later edit too
Your solution should be fine too. so is up to you
Ahh thank you very much @MarianG , so I think I made some mistake on my local code… I noticed too that I was using pause() instead of stop() on the initial loading, apparently this is a solution too.
Sorry for the mistake and thanks again