I can do compile(true) and not lose animations on Raft's bones. But it breaks the animations on my GLB models with my own bone structure. Is there anything that I should be overriding and adding? If not, would you have a clue as to what's doing this?
compile(true) compiles the object to use client side data for the GPU (i.e. it resides in the system's memory) while (false) compiles it to use server side memory (i.e. on the GPU). The former is more suitable for objects that change after compilation while the latter is faster for static objects. Have to tried to compiled it with (true) and indexing disabled?
I just tried, since I don't know what to put in for batchSize, the following. Still breaks the animation.
obj.compile(true, true, true, false, -1);
How are you applying your animation? In an IVertexController or in some other way?
GenericVertexController. Is there another way? Anyway, what values should I plug in for compile()?
Can you provide a test case that shows that it works uncompiled not not compiled? So that I can see what's actually wrong? I assume that it's a kind of configuration issue, but it's hard to tell without knowing what the actual problem looks like.
I will make a minimalist demo. Would you also help me parse the animations? Because that's basically the one thing that I haven't yet added to the glb thing. At some point I'll go back to the cloth simulation, too. I want to have all of these toys in jpct.
To elaborate, I get a List<Channel> for the entire animation set from my importer. But without knowing what's what, I don't know how to create the individual clips of the different animations.