Skorpio {l Wrote}:Hmm2, now I noticed that the idle animation of the pit demon is played correctly for the first 2 or 3 seconds and then it suddenly gets blended with the other animations.
This is exactly what I needed to diagnose the problem. You were right it is a problem in the code, however it looks like the NLA issue might still be a problem. When the "setCreatureAnimationState" RenderRequest was being carried out it sets the requested animation state's enabled flag to true; what it did not do was loop over all of the creature's other animations and set them to false. I added in a loop which does this and that seems to have mostly fixed the bug (the kobold dig and walk animations now look right and the dragon walks with his wings down like he should).
The dwarves and orc however still seem to be doing their weird dance where they throw their weapons up into the air and walk at the same time. I think that this is actually a result of the NLA editor and exporter interacting in a funny way. I don't have my work laptop here so I can't build a windows executable tonight although I might walk back there and get it. If I do I will try to get an exe file as well as the relevant level stuff e-mailed to you so you can try out the export of your creatures.
I apologize for doubting that the code was at fault, the ogre mechanisms for animation are so simple to use that it seemed almost impossible to mess it up, but apparently I did. The ogre documentation really should say something about the fact that enabling an animation state doesn't automatically disable the others.
-Buck