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Post by TinSoldier on Dec 6, 2016 16:32:13 GMT
This was a weird one..
So i have 1 single skinmesh in my project, nothing else, the project was started this way, no objects loaded then deleted, it was a fresh start with only a skinmesh loaded.
The skinmesh has 2 frames.
I had a file name error on the second frame, i named it "0001_mesh.x" .. it's suppose to be "001_mesh.x"
So i play the project and notice the animation wasn't playing.
spent 5 minutes checking the xfiles and textures, all looked proper, 6 to 8 minutes in i noticed the naming error, so fixed that.
In 3drad i opened and re-selected the skinmesh, .... the animation didnt work yet...
Go back recheck my files thinking i missed something else, all looked good.. WTF...
So this time i changed the skinmesh model, then reloaded the model i actually wanted, and the animation worked this time...
Sooo, i figured out the problem here...
Apparently 3drad is trying to be smart during the loading process, and assumes if the file name is the same at load time, then it aborts loading and assumes the files are the same.
Even if the model is actually different, it doesn't actually load the model twice if its the same model name.
This mite be even more specific, like if the issue only happens when a new frame is added after the first model has been loaded, so 3drad sees the loaded model is the same, and doesn't check for a new second frame to load.
Buuuttt this is still a bug in my view because 3drad isn't properly reloading the models if they already have been loaded once, even if the model files have changed.`
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Post by indiedev on Dec 7, 2016 3:22:50 GMT
it's not a bug if you know of an easier way to refresh skins:
highlight the skin in object list pane and press R, this reloads it instantly -big time saver when exporting minor changes!
before i found this out i'd restart rad each time which also refreshes [much slower]
btw- this R key thing is not in the documentation, i only found it on the old rad site archive.
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Post by TinSoldier on Dec 8, 2016 17:09:40 GMT
I do know of the R reload option, i actually thought it worked only on rigidbodies, so i didn't try that for my skinmesh..
I'm seriously thinking about setting up this issue again (repeating it) just to see if the R reload is for some reason different then the default loading process...
In my head, the loading process should be the same, no matter how its started...
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Post by indiedev on Dec 9, 2016 11:35:32 GMT
it may be quirky, but it's like that by design, R is much quicker at 1 press, re-loading is 4 presses, so obsolete.
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