I have .x meshes with animations. Each animation must plays one time, then it must changes to idle mesh. Main question: how can I detect end of animation. I'd tried to use construction like this:
(executes in loop)
Code: Select all
if(node->getFrameNr() >= node->getEndFrame() - 1)
{
node->remove();
...
node = scmng->addAnimatedMeshSceneNode(idle_mesh);
}
animations don't playing after 2 returning to idle mesh.
Need help