9:41 < antont> sigh, found the stupid bug that bugged me a lot yesterday 09:42 < antont> i had simply forgotten to call setAction at one point
20:59 < antont> but in my system, if clones were childs of the parent
mover, would they move, turn and even animate accordingly? 20:59 < antont> oh and can newly added objects be made childs? 21:00 < antont> parented 21:00 < saluk> nope 21:00 < antont> right 21:00 < saluk> parents can only be predefined 21:00 < antont> and not toselfi guess 21:00 < saluk> if you add a clone, it will also add all children connected to it 21:01 < saluk> and the parent will stay correct 21:01 < saluk> for that chain 21:01 < antont> yep i actually have it with one object now 21:01 < saluk> but if you add something thats parented to something already in the scene 21:01 < saluk> it wont be parented 21:02 < antont> ok [21:02] [antont(+iw)] [12:#gameblender(+n)] [Act: 1,2,3,5,6,7,8,9] [#gameblender]20:48 < saluk> where are the actions called 20:49 < antont> kyperjokki.Mover.act() (a bit dirtyly) calls Mover.move() .turn() and .animate() 20:50 < antont> there is stupidity left from changing from one event-action system to another 20:50 < antont> oh and for animations Mover.animate uses AnimateCharacter 20:51 < antont> you can try it by starting, pressing
1, pageup a couple of times to clone, and thenq20:52 < antont> oh now i think i might have it! 20:53 < antont> the action actuator is property driven 20:53 < antont> the others are not 20:53 < saluk> ah 20:54 < antont> clone[0] tries to be the blender/gameobject of that clone (in AnimateCharacter.play()) 20:54 < antont> to set the appropriate position property 20:54 < antont> hm 20:54 < antont> you said the names are all the same 20:54 < antont> perhaps the reference to the blender/gameobject there is wrong, if it weas gotten by name 20:55 < antont> gotta check that first tomorrow 20:55 < antont> the question i had was about parenting in the game engine 20:55 < saluk> right 20:55 < saluk> what about it 20:55 < antont> can it be done? how do they work? do childs move like parents? animate too?-o 20:56 < saluk> they work just fine 20:56 < saluk> its how we made characters before armatures were available ;) 20:56 < antont> right :) 20:56 < saluk> by having an empty at the base which plays the ipos 20:56 < saluk> then you make sure to click the "child" button in the ipo actuator 20:56 < saluk> and it will play those ipo frames for all the children too 20:57 < antont> i don't use ipos here at all yet, except for zoom (and will (again) for fade) [20:57] [antont(+iw)] [12:#gameblender(+n)] [Act: 1,2,3,5,6,7,8,9] [#gameblender]---
3:33 < antont> i got an error with 2.25 and tried it with a build of 2.28 with the game engine in and got this error, should i report it here? : 13:33 < antont> Error Totblck: 61 13:33 < antont> pose len: 8 0x1bf52ac 13:33 < antont> copyposePoseChannel len: 160 0x1bf1d8c 13:33 < antont> copyposePoseChannel len: 160 0x23366fc 13:34 < antont> i mean, both 2.25 and 2.28 behave similarly 13:36 < antont> what i'm doing is to have a character (armature&mesh) and use a property to drive it, which works fine, but when i'm trying to have multiple copies of the same character (
clones) so that they all would do the same animations simultaneously, i get this. it did work earlier when i did it differently, will try that way again 13:37 < antont> uh and that error comes when quitting blender, when running the program it gives no error except that the clones don't animate. i do use the same method to move, rotate etc. them which works ok [13:37] [antont(+iw)] [2:#blendercoders(+n)]