Fixed. I missed that there was a call to setSkipAnimationStateUpdate that, for some reason, prevented only some NPCs from animating. When I remove that, they all move.Chris wrote:It seems the problem with animations not playing runs a little deeper.
If it's true that Silt Striders aren't considered Creatures by the game, then it would make sense for them not to animate since they wouldn't have a CreatureAnimation object. That being the case, then as far as I can tell animations are all working, and performance impact is negligible around Seyda Neen with everyone animating.
There's still some things to do, though. I still need to do keyframe interpolation for when loading into Ogre, since the key times for rotation, translation, and scale don't match up. It may also be good to figure out how to do Quadratic or TBC interpolation with Ogre, as opposed to just linear. Also I need to get the groupings turned into animation states, get the text keys returned back from the NIF so the character AI knows how to do stuff (play sounds, etc), and support for .kf files.
There's also a bug that cropped up when I was messing around with the NPC parts, that I may need someone who's more familiar with the ideas behind the code to take a look at. For some reason, certain body parts (e.g. the chest) don't get removed when equipping items, so you have skin popping out of clothes and armor. As far as I can tell, the associated entities should be getting detached and deleted, but I may have missed something that leads to the removal function not getting called.