I am working on Character creation template for last few days. I am using replace mesh actuator a lot for part change.
I am not sure if it is done by replace mesh actuator or by fact that I am using same meshes for different objects, but here is the problem:
Several times happened that one character part changed into Empty … yes Empty. But the main problem happened right now. I have corrected all, tried run the template in Blender — everything ok. So I saved it, closed it and run the blend file again … the console prints that some objects lost their data. It is only meshes, and some of them are used by more objects, some not. They all turned into Empties !!!
I know that my meshes are lost, so I will be modelling it again. But I want to know what is the problem, so it will not happen again.
So, it is a bug? Could it be a virus? Am I doing something wrong? Does anybody else experience same problem?
The replace mesh actuator will not effect the actual meshes or objects in the .blend file, it will only affect ingame stuff and will be reset when the game is exited or restarted.
Yes! A lot of times, and I asked about this problem a lot of times…but no one answare me.
The problem occurs only when you use replaceMesh actuator with “something”, I don’t know what is this “something”, but it seems that two of us use it the same way.
I found a work around this…somehow.
btw this problem persist in 2.45
There is more…in 2.46 when you add object in realtime with replace mesh actuator the new mesh sqeeze and bend like its is not attached correctly to the bones, but in Apricot build this works right.
i’ve never had problems with this. if i’m correct, replace mesh keeps the same object, but changes the mesh, which in turn changes things like geometrical data and such. perhaps if you makes your replacement mesh is centered correctly on the object center. i’ve only tried with armature once, which was actually a really cool game i made a while back, for a math class. but that’s a whole different thing. i guess if you were going to do this, and want the mesh to deform correctly, make sure you have the meshes vert groups assigned correctly.