The AnimationMixer is a player for animations on a particular object in the scene. When multiple objects in the scene are animated independently, one AnimationMixer may be used for each object.
In my case, I’m loading several objects to create a catalog of animated objects (FBX imported not play the animation - #4 by Uncoke_cK) and I’m using several mixers: one for each scene.
All the scenes are stored in a single array and it contains also his action and his mixer. I have something like:
scenes = [ {
scene,
userData: {mixer, action, id, etc}
},{
scene,
userData: {mixer, action, id, etc}
} ]
My issue in animation is the update.
animate:function(){
const delta = this.clock.getDelta();
this.scenes.forEach(function (scene) {
scene.userData.mixer.update(delta);
}
}
It looks like the scene mixer update into the cycle updates the animation speed in each animation. Infact if I load just one animation the speed/time is correct.
What’s wrong in my code?
Thanks for help!