I've got multiple animations imported as in the Character Animation demo, which just plays different skinned animations. I can use
context->m_animatedSkeleton->getDeltaReferenceFrame()
without problems. I can also ease animations in/out.
I want to draw the deformed mesh, so like in the demo, I'm doing this:
hkaPose* pose = new hkaPose(m_context->m_animatedSkeleton->getSkeleton()); // Get the pose based on the character controller and state // Gets the pose from the girl, based on controller position // Sample the active animations and combine into a single pose m_context->m_animatedSkeleton->sampleAndCombineAnimations( pose->writeAccessPoseLocalSpace().begin(), pose->writeAccessFloatSlotValues().begin() ) ;
When I step through it doesn't throw an exception while fetching the values from pose, only afterwards.
Any idea what might be causing this? I've already messed with the animation data and read the user guide on this, but there isn't much detail. I wouldn't think it's to do with having only one animation active.
Thanks.


