I have an odd problem: I have one door–just one that I’ve found–that doesn’t properly reflect whether or not it’s open after reloading a save. I checked one other door, and that one seemed to reload as expected.
When reloaded, doors in my game “pose” their actors at the end of their relevant animations–that is, when loaded in the “open” state, they pose at the end of their “open” animation, and similarly when closed. Specifically, they pose at frame-number - 1. Like so:
self.actor.pose("open", self.actor.getNumFrames("open") - 1) # Followed a little after by: self.actor.update(force = True)
I’ve checked that the code in question is being reached, and it seems that it is.
Stranger still, the door’s collision-object–which is attached to an exposed joint–seems to be correctly placed! That is, when I load the problem-door in the “open” state, the door’s collider is in the “open” position! Indeed, if I change the frame-number in the call to “pose”, above, the collider’s position changes to reflect this change!
Hence it seems as though, somehow, the door’s mesh isn’t being updated along with its armature…
I do have animation-blending active–but I ran a quick test that should, I think, have bypassed that code, and it seemed to have no effect.