Search found 9 matches

Re: IEntity::SetScale does not work

I took a look at the code in Entity.cpp, and the following occurs when the engine saves the value in m_vScale, and then updates a world matrix, check that after the SetScale command the matrix is being modified and if so, if some line forward Is restoring the world matrix somehow. Like this: Matrix3...

Re: C# Flownode documentation

I saw your post and took a look at the files the flownode support is not really complete, it currently supports bool, int and string besides void / any. In the Code\CryManaged\CESharp\Core\FlowSystem\FlowNode.cs file you have a good base to start. Basically you should implement the IFlowNodeFactory ...

Re: Animation code: Passing TagState's directly into fragments

I set Auto Update on mannequin to enable flag AutoReinstall on ControllerDef. Then after set FragTagID and the engine make all necessary job and update fragment, like global TagID. Until now, there was no problem with any specific tags. The only requirements that I realized during use were these: + ...

Re: Animation code: Passing TagState's directly into fragments

I'm sorry, the command to update fragmentTag is similar to global, you actually use the same command but it should be a small adaptation to a TAction class. pAnimationContext->state.GetDef().Set(FragState, tagID, <value>); So if you call the method using the GetFragTagState command from TAction it w...

Re: Animation code: Passing TagState's directly into fragments

Hi, first for the TagState to using tagstate on fragments, you need to get id in animation context like this: TagID tid = m_pAnimationContext->state.GetDef().Find("TAG"); Then with animation context you set the new state to TRUE or FALSE, like this: m_pAnimationContext->state.Set(tid, true); Maybe, ...

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