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I've found following code in the Animation class.

if (time >= frames[frames.length - 3]) { // Time is after last frame.
				bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
				bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
				return;
			}

the point is it break the position of the root bone in my animation. The point is - root bone doesn't have any keyframes. And when this code get's run the bone.x and bone.y gets reseted to 0. And I would like to know what I could change in the animation to avoid this stuff.

Cheers
Mariusz

If your root bone is not keyed, then that code should not be executed on it. Are you sure you haven't keyed the root bone?

I've added the key by accident but then I've removed it. Yet the problem remains.

That seems odd. Maybe you can email the skeleton and animation files as JSON? You don't need to include the images.
contact@esotericsoftware.com
See MixTest in the libgdx runtime, it moves the skeleton without the root bone position being reset. Maybe something is strange with yours though.