Handling different animations for different weapons

Re: Handling different animations for different weapons

PostPosted by sunhcho » Tue Jan 08, 2013 1:08 am

Hi,

I have a problem related to this subject.

I'm using RemoveClip, AddClip, and RecacheAnimations to dynamically change animation clips. The result is good except error logs below.

RemoveMixingTransform couldn't find transform 'Bip01 Spine1' in a list of mixing transforms. You can only remove transforms that have been added through AddMixingTransform

UnityEngine.AnimationState:RemoveMixingTransform(Transform)
SageInternal.SageStateGraph:RemoveMixingTransforms(AnimationState)
SageInternal.SageStateGraph:RemoveAllMixingTransforms()
SageInternal.SageStateGraph:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseGraph:SetGraphStatus(SageStatus)
SageInternal.SageBaseGraph:Stop(Single)
SageInternal.SageStateMachineStateNodeSlot:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseNode:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseGraph:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageStateGraph:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseGraph:SetGraphStatus(SageStatus)
SageInternal.SageBaseGraph:Update(Single)
SageInternal.SageStateGraph:Update(Single)
SageInternal.SageBaseLibrary:Update(Single)
SageController:Update()


I'm using two parallel state machines, and each of that has mixing transforms. I tried calling RecreateLibrary, but it didn't help.

Please give me an idea.

Thanks in advance.
sunhcho
 
Posts: 3
Joined: Tue Jan 08, 2013 12:18 am

Re: Handling different animations for different weapons

PostPosted by AlteredReality » Tue Jan 08, 2013 9:19 am

sunhcho wrote:Hi,

I have a problem related to this subject.

I'm using RemoveClip, AddClip, and RecacheAnimations to dynamically change animation clips. The result is good except error logs below.

RemoveMixingTransform couldn't find transform 'Bip01 Spine1' in a list of mixing transforms. You can only remove transforms that have been added through AddMixingTransform

UnityEngine.AnimationState:RemoveMixingTransform(Transform)
SageInternal.SageStateGraph:RemoveMixingTransforms(AnimationState)
SageInternal.SageStateGraph:RemoveAllMixingTransforms()
SageInternal.SageStateGraph:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseGraph:SetGraphStatus(SageStatus)
SageInternal.SageBaseGraph:Stop(Single)
SageInternal.SageStateMachineStateNodeSlot:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseNode:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseGraph:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageStateGraph:OnGraphStatusChanged(SageStatus, SageStatus)
SageInternal.SageBaseGraph:SetGraphStatus(SageStatus)
SageInternal.SageBaseGraph:Update(Single)
SageInternal.SageStateGraph:Update(Single)
SageInternal.SageBaseLibrary:Update(Single)
SageController:Update()


I'm using two parallel state machines, and each of that has mixing transforms. I tried calling RecreateLibrary, but it didn't help.

Please give me an idea.

Thanks in advance.


What version of Sage are you using? And everything else is working properly? The mixing transforms that you setup seem to be working?
Andy - Altered Reality
AlteredReality
Site Admin
 
Posts: 118
Joined: Fri Jan 06, 2012 8:31 pm

Re: Handling different animations for different weapons

PostPosted by sunhcho » Tue Jan 08, 2013 9:02 pm

I was on 1.6.1 and upgraded to 1.6.4 version yesterday, but the same problem happens.

I've just carefully looked the animation. Sometimes, the mixing transforms don't correctly work when the error logs are displayed. The logs are shown when the player is changed to dead state (PlayerSage_BaseController.Die = 1).

There's no problem when I don't call RemoveClip, AddClip, and RecacheAnimations.

Thanks.
sunhcho
 
Posts: 3
Joined: Tue Jan 08, 2013 12:18 am

Re: Handling different animations for different weapons

PostPosted by sunhcho » Tue Jan 08, 2013 10:52 pm

Luckily, the trouble has been fixed. I added Stop_MainSM(0.0f) before RemoveClip(), and added Start_MainSM(0.0f) after RecacheAnimations(). The error logs aren't shown anymore.

Thanks a lot.
sunhcho
 
Posts: 3
Joined: Tue Jan 08, 2013 12:18 am

Re: Handling different animations for different weapons

PostPosted by AlteredReality » Wed Jan 09, 2013 11:37 am

sunhcho wrote:Luckily, the trouble has been fixed. I added Stop_MainSM(0.0f) before RemoveClip(), and added Start_MainSM(0.0f) after RecacheAnimations(). The error logs aren't shown anymore.

Thanks a lot.


Awesome, glad to know it's working fine now! I could definitely see issues with Adding/Removing clips and recaching while active. So your solution is the correct one. Let me know if you have any other issues.
Andy - Altered Reality
AlteredReality
Site Admin
 
Posts: 118
Joined: Fri Jan 06, 2012 8:31 pm

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