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Threejs setting animation clip time (and mixer time) dont change animation



2019 Community Moderator ElectionAnimating Canvas Billboard in THREE.jsHow do I animate constraint changes?ThreeJS - how to set current time in AnimationSetting the camera matrix manually in ThreeJSanimation callback architecture and time measuring when using HTLM5 Canvas?requestAnimationFrame in polymerthree.js Mesh not displaying rectangle depending on orientationLagging FPS in animation with requestAnim or TimeOutThree.js - Can I render a sequence of frames, then play back at high framerate?Three.js Is Quaternion.slerp() slower than Vector3.lerpVectors()










0















I'm trying to control the animation interactively by changing the timescale, frame rate, etc... Those that i just mentioned i could get working just fine using the mixer. However, when i try to set where the animation currently is things don't seem to be working. Setting the mixer time as well as the animation action time does nothing to the animation does nothing.
That's how i'm trying to do it.



function animate()
var delta = sampling > 0 ? clock.getDelta() : 0;
requestAnimationFrame(animate);
if(mixer)

mixer.time += delta; // does nothing. Using constants does nothing either
mixer.update(delta); // Must have it or else the animation will bug.
action.time += delta; // does nothing. Using constants does nothing either

renderer.render(scene, camera);










share|improve this question


























    0















    I'm trying to control the animation interactively by changing the timescale, frame rate, etc... Those that i just mentioned i could get working just fine using the mixer. However, when i try to set where the animation currently is things don't seem to be working. Setting the mixer time as well as the animation action time does nothing to the animation does nothing.
    That's how i'm trying to do it.



    function animate()
    var delta = sampling > 0 ? clock.getDelta() : 0;
    requestAnimationFrame(animate);
    if(mixer)

    mixer.time += delta; // does nothing. Using constants does nothing either
    mixer.update(delta); // Must have it or else the animation will bug.
    action.time += delta; // does nothing. Using constants does nothing either

    renderer.render(scene, camera);










    share|improve this question
























      0












      0








      0








      I'm trying to control the animation interactively by changing the timescale, frame rate, etc... Those that i just mentioned i could get working just fine using the mixer. However, when i try to set where the animation currently is things don't seem to be working. Setting the mixer time as well as the animation action time does nothing to the animation does nothing.
      That's how i'm trying to do it.



      function animate()
      var delta = sampling > 0 ? clock.getDelta() : 0;
      requestAnimationFrame(animate);
      if(mixer)

      mixer.time += delta; // does nothing. Using constants does nothing either
      mixer.update(delta); // Must have it or else the animation will bug.
      action.time += delta; // does nothing. Using constants does nothing either

      renderer.render(scene, camera);










      share|improve this question














      I'm trying to control the animation interactively by changing the timescale, frame rate, etc... Those that i just mentioned i could get working just fine using the mixer. However, when i try to set where the animation currently is things don't seem to be working. Setting the mixer time as well as the animation action time does nothing to the animation does nothing.
      That's how i'm trying to do it.



      function animate()
      var delta = sampling > 0 ? clock.getDelta() : 0;
      requestAnimationFrame(animate);
      if(mixer)

      mixer.time += delta; // does nothing. Using constants does nothing either
      mixer.update(delta); // Must have it or else the animation will bug.
      action.time += delta; // does nothing. Using constants does nothing either

      renderer.render(scene, camera);







      animation three.js






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Mar 6 at 19:26









      Ivan Neves Silveira Bandeira dIvan Neves Silveira Bandeira d

      33




      33






















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