Welcome to Gameblender|here is a tuhopuu windows build if anyone wants it
14:17 < antont> i have a nasty problem with action actuators, could someone
help perhaps?
14:17 < d0oGs> antont whast the prob
14:18 < antont> d0gGs: i have a system that controls the actions from python,
which otherwise works ok, but for an armature with actions that
use same bones, the actions stop working when i use others --
even when i don't try to use them at the same time. i try to
clarify:
14:20 < antont> press A to get action 1: works fine. press B to get action 2:
works fine. press A again to get action 1 again, nothing
happens. press B to get action 2 again, works. press C to get
action 3, works. press B to get action 2, does not work anymore
14:20 < antont> so somehow the actions reserve the bones?
14:21 < d0oGs> delire this is our teams latest screen- just to show that it
DOES work ;)
http://www.spinheaddev.com/images/crescentdawn/bubtrees.jpg
14:21 < d0oGs> antont are you sure its not the python code?
14:22 < antont> doogs: pretty sure, 'cause the same code works simultaneously
for many objects and the object with non-overlapping actions
works perfectly. but the other that has many actions for same
bones does that
14:22 < d0oGs> antont before id label it as a bug id check the code
14:23 < antont> g0oGs: well checking it all the time .. actually i already
simplified it a lot and am activating all actuators manually
every cycle to be sure etc.
14:24 < d0oGs> antont ahh thats why. make it one actuator. use the API to
switch which action to use via python
14:24 < d0oGs> antont its not meant to use 3 actions at once
14:24 < antont> i do the switchinh in python
14:25 < antont> but have 5 actuators for every object to be able to have up to
five movements simultaneously on the objects where the actions
don't overlap
14:25 < antont> but yes so it does not work for those where they overlap and
got to use only one, right - thanks
14:26 < d0oGs> antont use one actuator
14:26 < antont> but i need multiple simultaneous movements and it works ok when
they don't overlap
14:27 < d0oGs> what youre doing is calling the action of an actuator
14:27 < d0oGs> no
14:27 < d0oGs> you need to turn off an actuator when its not in use IF you
insist on using the same actuator
14:27 < antont> it does work
14:27 < d0oGs> delire did my tip work
14:28 < antont> right, that has been my problem earlier --
14:28 < d0oGs> antont use a single actuator
14:28 < antont> do i do that by calling addActiveActuator with the 0 argument?
14:28 < d0oGs> yes
14:28 < antont> but i need several simultaneous movements
14:28 < d0oGs> thats not how you do it man
14:28 < d0oGs> its not that easy
14:29 < antont> well i did it the hard way, i think
14:29 < d0oGs> ..........
14:29 < d0oGs> why didnt you just use the movements at the same action
14:29 < antont> (on the phone just a sec)
14:29 < d0oGs> you cant run multiple action acutators on the same bone
14:29 < d0oGs> thats like
14:30 < d0oGs> giving it 5 force actuators and expecting it will make it go in
a circle
14:30 < antont> yes that's why the actions are made to separate bones in the
characters that can have multiple independent movements
14:30 < d0oGs> i have to go to work
14:30 < d0oGs> antont no you have to separate those if you wish to do it your
method
14:30 < d0oGs> separate the armature objects into three you need
14:31 < d0oGs> then combine them in parenting
14:31 < antont> hm
14:31 < antont> i was thinking about that yesterday for other reasons
14:31 < d0oGs> then try that
14:31 < antont> but it does work this way too
14:31 < d0oGs> not if its actions committed on the same armature
14:31 < d0oGs> im gonna be late i really have to go
14:31 < d0oGs> delire?
14:32 < antont> hm perhaps they are separate then, i dind't make the model
myself (Skyshark did for me)
14:32 < d0oGs> whoa!
14:32 < d0oGs> skyshark!
14:32 < d0oGs> we were going to try to get him to join our team at crescentdawn
what followed was in [d0oGs]? as a note for SkyShark?