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Animation.isPlaying, but animation isn't playing
So, I have played several of the animations on the model at Start and they play, but for some reason when I call them by
if(!obj.animation.IsPlaying(animationClip[count].name)){
if(obj.animation.isPlaying){
obj.animation.CrossFade(animationClip[count].name);
print("CrossFade " + count + " " + obj.animation.IsPlaying(animationClip[count].name));
print(obj.animation.clip.length);
StartCoroutine(Wait(obj.animation.clip.length));
}
else{
obj.animation.Play(animationClip[count].name);
StartCoroutine(Wait(obj.animation.clip.length));
print("Playing " + count + " " + obj.animation.IsPlaying(animationClip[count].name));
}
}
Now Count starts at 0 and it print says it playing, but a lot of the animations wont play the model just stands there and then my end crossfades/plays the startAnimation. All the Coroutine does is yield to increase the count before playing the next animation and I tried removing this and just playing one animation, but no luck. When I have the above and I put multiple animations in my array they will go back and forth between each other so there's something I am missing. Any help would be appreciated.
To add I just set one of the ones I thought was playing to play at start and its not fully working as it is a walk and model takes a few steps, but when I call it he just takes the first step and pauses. Is this a blending issue? I had tried both
obj.animation[animationClip[count].name].blendMode = AnimationBlendMode.Blend;
and
obj.animation[animationClip[count].name].blendMode = AnimationBlendMode.Additive;
but no luck here(not at the same time.
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