I’m having a little trouble getting my model to carry out an animation in the game engine.
I have set the mesh’s parent as the armature with ‘type of parent relation’ also as armature (in the object properties)
I have created an animation and named that animation ‘walk’
I have set the animation to ‘loop stop’ when the up arrow is pressed (I tried hooking it up to an ‘always’ sensor to see if that was the problem, but it wasn’t)
I have set the armature as an actor
[EDIT]I’ve set the start and end frames appropriately
There’s no problem assigning a motion to the mesh (which I tried purely for troubleshooting purposes), but assigning an action to the armature seems to have no effect.
I’ve attached my blend file in case that’s able to shed some light on the matter. Any advice would be greatly appreciated. 0.4.1 Up Arrow.blend (549 KB)
Very strange. I looked at the file, and the animation is playing(I used a property and put it as the frame property). I also parented a cube to one of the bones, and it moves right. I then thought that you had parented it weird, but when I tried re-parenting it, the same thing happened. I have to head to bed, if someone didn’t figure it out by tomorrow, I will try and fix it.
I guess I had the same problem two days ago. Most of the tutorials tell you to delete the armature modifier from the player mesh, but then the animations were not played back in the game. I just left the armature modifier and unmarked the bind to Vertex Groups and Bone Envelopes option, then the animations worked fine.