diff --git a/assets/assets.go b/assets/assets.go index 60826d8..a4b215a 100644 --- a/assets/assets.go +++ b/assets/assets.go @@ -5,21 +5,74 @@ import ( rl "github.com/gen2brain/raylib-go/raylib" ) -func LoadModels() ([]types.ModelAsset, error) { - goonerModel := rl.LoadModel("resources/models/goonion.obj") - goonerTexture := rl.LoadTexture("resources/models/goonion.png") - rl.SetMaterialTexture(goonerModel.Materials, rl.MapDiffuse, goonerTexture) +// Helper function to load animations for a model +func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) { + var animSet types.AnimationSet + // Load idle animations if specified + if idlePath, ok := animPaths["idle"]; ok { + idleAnims := rl.LoadModelAnimations(idlePath) + if len(idleAnims) > 0 { + animSet.Idle = idleAnims + rl.TraceLog(rl.LogInfo, "Loaded idle animation: %s (%d frames, %f seconds)", + idlePath, idleAnims[0].FrameCount, float32(idleAnims[0].FrameCount)/60.0) + } + } + + // Load walk animations if specified + if walkPath, ok := animPaths["walk"]; ok { + walkAnims := rl.LoadModelAnimations(walkPath) + if len(walkAnims) > 0 { + animSet.Walk = walkAnims + rl.TraceLog(rl.LogInfo, "Loaded walk animation: %s (%d frames, %f seconds)", + walkPath, walkAnims[0].FrameCount, float32(walkAnims[0].FrameCount)/60.0) + } + } + + return animSet, nil +} + +func LoadModels() ([]types.ModelAsset, error) { + // Goonion model and animations + goonerModel := rl.LoadModel("resources/models/biped/Animation_Unsteady_Walk_withSkin.glb") + goonerAnims, _ := loadModelAnimations(map[string]string{"idle": "resources/models/biped/Animation_Idle_withSkin.glb", "walk": "resources/models/biped/Animation_Unsteady_Walk_withSkin.glb"}) + + // Apply transformations + transform := rl.MatrixIdentity() + transform = rl.MatrixMultiply(transform, rl.MatrixRotateY(180*rl.Deg2rad)) + transform = rl.MatrixMultiply(transform, rl.MatrixRotateX(-90*rl.Deg2rad)) + transform = rl.MatrixMultiply(transform, rl.MatrixScale(1.0, 1.0, 1.0)) + goonerModel.Transform = transform + + // Coomer model (ready for animations) coomerModel := rl.LoadModel("resources/models/coomer.obj") coomerTexture := rl.LoadTexture("resources/models/coomer.png") rl.SetMaterialTexture(coomerModel.Materials, rl.MapDiffuse, coomerTexture) + // When you have animations, add them like: + // coomerAnims, _ := loadModelAnimations("resources/models/coomer.glb", + // map[string]string{ + // "idle": "resources/models/coomer_idle.glb", + // "walk": "resources/models/coomer_walk.glb", + // }) + // Shreke model (ready for animations) shrekeModel := rl.LoadModel("resources/models/shreke.obj") shrekeTexture := rl.LoadTexture("resources/models/shreke.png") rl.SetMaterialTexture(shrekeModel.Materials, rl.MapDiffuse, shrekeTexture) + // When you have animations, add them like: + // shrekeAnims, _ := loadModelAnimations("resources/models/shreke.glb", + // map[string]string{ + // "idle": "resources/models/shreke_idle.glb", + // "walk": "resources/models/shreke_walk.glb", + // }) return []types.ModelAsset{ - {Model: goonerModel, Texture: goonerTexture}, + { + Model: goonerModel, + Animation: append(goonerAnims.Idle, goonerAnims.Walk...), // For compatibility + AnimFrames: int32(len(goonerAnims.Idle) + len(goonerAnims.Walk)), + Animations: goonerAnims, + }, {Model: coomerModel, Texture: coomerTexture}, {Model: shrekeModel, Texture: shrekeTexture}, }, nil @@ -31,6 +84,11 @@ func LoadMusic(filename string) (rl.Music, error) { func UnloadModels(models []types.ModelAsset) { for _, model := range models { + if model.Animation != nil { + for i := int32(0); i < model.AnimFrames; i++ { + rl.UnloadModelAnimation(model.Animation[i]) + } + } rl.UnloadModel(model.Model) rl.UnloadTexture(model.Texture) } diff --git a/frames.txt b/frames.txt new file mode 100644 index 0000000..2f15f51 --- /dev/null +++ b/frames.txt @@ -0,0 +1,2287 @@ +INFO: Initializing raylib 5.5 +INFO: Platform backend: DESKTOP (GLFW) +INFO: Supported raylib modules: +INFO: > rcore:..... loaded (mandatory) +INFO: > rlgl:...... loaded (mandatory) +INFO: > rshapes:... loaded (optional) +INFO: > rtextures:. loaded (optional) +INFO: > rtext:..... loaded (optional) +INFO: > rmodels:... loaded (optional) +INFO: > raudio:.... loaded (optional) +INFO: DISPLAY: Device initialized successfully +INFO: > Display size: 1920 x 1080 +INFO: > Screen size: 1024 x 768 +INFO: > Render size: 1024 x 768 +INFO: > Viewport offsets: 0, 0 +INFO: GLAD: OpenGL extensions loaded successfully +INFO: GL: Supported extensions count: 390 +INFO: GL: OpenGL device information: +INFO: > Vendor: NVIDIA Corporation +INFO: > Renderer: NVIDIA GeForce GTX 1070/PCIe/SSE2 +INFO: > Version: 3.3.0 NVIDIA 565.77 +INFO: > GLSL: 3.30 NVIDIA via Cg compiler +INFO: GL: VAO extension detected, VAO functions loaded successfully +INFO: GL: NPOT textures extension detected, full NPOT textures supported +INFO: GL: DXT compressed textures supported +INFO: GL: ETC2/EAC compressed textures supported +INFO: PLATFORM: DESKTOP (GLFW - X11): Initialized successfully +INFO: TEXTURE: [ID 1] Texture loaded successfully (1x1 | R8G8B8A8 | 1 mipmaps) +INFO: TEXTURE: [ID 1] Default texture loaded successfully +INFO: SHADER: [ID 1] Vertex shader compiled successfully +INFO: SHADER: [ID 2] Fragment shader compiled successfully +INFO: SHADER: [ID 3] Program shader loaded successfully +INFO: SHADER: [ID 3] Default shader loaded successfully +INFO: RLGL: Render batch vertex buffers loaded successfully in RAM (CPU) +INFO: RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU) +INFO: RLGL: Default OpenGL state initialized successfully +INFO: TEXTURE: [ID 2] Texture loaded successfully (128x128 | GRAY_ALPHA | 1 mipmaps) +INFO: FONT: Default font loaded successfully (224 glyphs) +INFO: SYSTEM: Working Directory: /home/bd/Projects/go/goonscape +INFO: AUDIO: Device initialized successfully +INFO: > Backend: miniaudio | PulseAudio +INFO: > Format: 32-bit IEEE Floating Point -> 32-bit Signed Integer +INFO: > Channels: 2 -> 2 +INFO: > Sample rate: 48000 -> 48000 +INFO: > Periods size: 3600 +INFO: TIMER: Target time per frame: 16.667 milliseconds +INFO: FILEIO: [resources/models/biped/Animation_Unsteady_Walk_withSkin.glb] File loaded successfully +INFO: MODEL: [resources/models/biped/Animation_Unsteady_Walk_withSkin.glb] Model basic data (glb) loaded successfully +INFO: > Meshes count: 1 +INFO: > Materials count: 1 (+1 default) +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 3] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 4] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: VAO: [ID 2] Mesh uploaded successfully to VRAM (GPU) +INFO: FILEIO: [resources/models/biped/Animation_Unsteady_Walk_withSkin.glb] File loaded successfully +INFO: MODEL: [resources/models/biped/Animation_Unsteady_Walk_withSkin.glb] Loaded animation: Armature|Unsteady_Walk|baselayer (177 frames, 3.000000s) +INFO: FILEIO: [resources/models/biped/Animation_Idle_withSkin.glb] File loaded successfully +INFO: MODEL: [resources/models/biped/Animation_Idle_withSkin.glb] Loaded animation: Armature|Idle|baselayer (238 frames, 4.033333s) +INFO: Walk animation count: 1 +INFO: Walk animation frames: 177, Bones: 24 +INFO: Idle animation count: 1 +INFO: Idle animation frames: 238, Bones: 24 +INFO: FILEIO: [resources/models/coomer.obj] Text file loaded successfully +INFO: FILEIO: [coomer.png] File loaded successfully +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 5] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: VAO: [ID 3] Mesh uploaded successfully to VRAM (GPU) +WARNING: VAO: [ID 3] Trying to re-load an already loaded mesh +INFO: FILEIO: [resources/models/coomer.png] File loaded successfully +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 6] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: FILEIO: [resources/models/shreke.obj] Text file loaded successfully +INFO: FILEIO: [shreke.png] File loaded successfully +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 7] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: VAO: [ID 4] Mesh uploaded successfully to VRAM (GPU) +WARNING: VAO: [ID 4] Trying to re-load an already loaded mesh +INFO: FILEIO: [resources/models/shreke.png] File loaded successfully +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 8] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: STREAM: Initialized successfully (48000 Hz, 32 bit, Stereo) +INFO: FILEIO: [resources/audio/GoonScape2.mp3] Music file loaded successfully +INFO: > Sample rate: 48000 Hz +INFO: > Sample size: 32 bits +INFO: > Channels: 2 (Stereo) +INFO: > Total frames: 3487104 +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - 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Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 0 (was 0) / 238, Bones: 24 +INFO: Idle FramePoses available +Clicked: 9, 15 +Path found: [{8 13 4 true} {9 14 5 true} {9 15 5 true}] +INFO: Walk frame update: 0 -> 1 (delta: 0.016667) +INFO: Walk Animation - Frame: 1 (was 1) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 1 -> 2 (delta: 0.016667) +INFO: Walk Animation - Frame: 2 (was 2) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 2 -> 3 (delta: 0.016667) +INFO: Walk Animation - Frame: 3 (was 3) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 3 -> 4 (delta: 0.016668) +INFO: Walk Animation - Frame: 4 (was 4) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 4 -> 5 (delta: 0.016667) +INFO: Walk Animation - Frame: 5 (was 5) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 5 -> 6 (delta: 0.016667) +INFO: Walk Animation - Frame: 6 (was 6) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 6 -> 7 (delta: 0.016667) +INFO: Walk Animation - Frame: 7 (was 7) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 7 -> 8 (delta: 0.016667) +INFO: Walk Animation - Frame: 8 (was 8) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 8 -> 9 (delta: 0.016667) +INFO: Walk Animation - Frame: 9 (was 9) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 9 -> 10 (delta: 0.016667) +INFO: Walk Animation - Frame: 10 (was 10) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 10 -> 11 (delta: 0.016667) +INFO: Walk Animation - Frame: 11 (was 11) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 11 -> 12 (delta: 0.016753) +INFO: Walk Animation - Frame: 12 (was 12) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 12 -> 13 (delta: 0.016667) +INFO: Walk Animation - Frame: 13 (was 13) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 13 -> 14 (delta: 0.016667) +INFO: Walk Animation - Frame: 14 (was 14) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 14 -> 15 (delta: 0.016667) +INFO: Walk Animation - Frame: 15 (was 15) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 15 -> 16 (delta: 0.016667) +INFO: Walk Animation - Frame: 16 (was 16) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 16 -> 17 (delta: 0.016667) +INFO: Walk Animation - Frame: 17 (was 17) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 17 -> 18 (delta: 0.016667) +INFO: Walk Animation - Frame: 18 (was 18) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 18 -> 19 (delta: 0.016667) +INFO: Walk Animation - Frame: 19 (was 19) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 19 -> 20 (delta: 0.016667) +INFO: Walk Animation - Frame: 20 (was 20) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 20 -> 21 (delta: 0.016667) +INFO: Walk Animation - Frame: 21 (was 21) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 21 -> 22 (delta: 0.016667) +INFO: Walk Animation - Frame: 22 (was 22) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 22 -> 23 (delta: 0.016667) +INFO: Walk Animation - Frame: 23 (was 23) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 23 -> 24 (delta: 0.016667) +INFO: Walk Animation - Frame: 24 (was 24) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 24 -> 25 (delta: 0.016667) +INFO: Walk Animation - Frame: 25 (was 25) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 25 -> 26 (delta: 0.016667) +INFO: Walk Animation - Frame: 26 (was 26) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 26 -> 27 (delta: 0.016667) +INFO: Walk Animation - Frame: 27 (was 27) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 27 -> 28 (delta: 0.016667) +INFO: Walk Animation - Frame: 28 (was 28) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 28 -> 29 (delta: 0.016667) +INFO: Walk Animation - Frame: 29 (was 29) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 29 -> 30 (delta: 0.016667) +INFO: Walk Animation - Frame: 30 (was 30) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 30 -> 31 (delta: 0.016667) +INFO: Walk Animation - Frame: 31 (was 31) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 31 -> 32 (delta: 0.016667) +INFO: Walk Animation - Frame: 32 (was 32) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 32 -> 33 (delta: 0.016667) +INFO: Walk Animation - Frame: 33 (was 33) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 33 -> 34 (delta: 0.016667) +INFO: Walk Animation - Frame: 34 (was 34) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 34 -> 35 (delta: 0.016667) +INFO: Walk Animation - Frame: 35 (was 35) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 35 -> 36 (delta: 0.016667) +INFO: Walk Animation - Frame: 36 (was 36) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 36 -> 37 (delta: 0.016667) +INFO: Walk Animation - Frame: 37 (was 37) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 37 -> 38 (delta: 0.016667) +INFO: Walk Animation - Frame: 38 (was 38) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 38 -> 39 (delta: 0.016667) +INFO: Walk Animation - Frame: 39 (was 39) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 39 -> 40 (delta: 0.016667) +INFO: Walk Animation - Frame: 40 (was 40) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 40 -> 41 (delta: 0.016667) +INFO: Walk Animation - Frame: 41 (was 41) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 41 -> 42 (delta: 0.016667) +INFO: Walk Animation - Frame: 42 (was 42) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 42 -> 43 (delta: 0.016667) +INFO: Walk Animation - Frame: 43 (was 43) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 43 -> 44 (delta: 0.016667) +INFO: Walk Animation - Frame: 44 (was 44) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 44 -> 45 (delta: 0.016667) +INFO: Walk Animation - Frame: 45 (was 45) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 45 -> 46 (delta: 0.016667) +INFO: Walk Animation - Frame: 46 (was 46) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 46 -> 47 (delta: 0.016667) +INFO: Walk Animation - Frame: 47 (was 47) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 47 -> 48 (delta: 0.016667) +INFO: Walk Animation - Frame: 48 (was 48) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 48 -> 49 (delta: 0.016667) +INFO: Walk Animation - Frame: 49 (was 49) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 49 -> 50 (delta: 0.016667) +INFO: Walk Animation - Frame: 50 (was 50) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 50 -> 51 (delta: 0.016667) +INFO: Walk Animation - Frame: 51 (was 51) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 51 -> 52 (delta: 0.016667) +INFO: Walk Animation - Frame: 52 (was 52) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 52 -> 53 (delta: 0.016667) +INFO: Walk Animation - Frame: 53 (was 53) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 53 -> 54 (delta: 0.016667) +INFO: Walk Animation - Frame: 54 (was 54) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 54 -> 55 (delta: 0.016667) +INFO: Walk Animation - Frame: 55 (was 55) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Idle frame update: 0 -> 2 (delta: 0.016667) +INFO: Idle Animation - Frame: 2 (was 2) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Walk frame update: 0 -> 1 (delta: 0.016667) +INFO: Walk Animation - Frame: 1 (was 1) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 1 -> 2 (delta: 0.016667) +INFO: Walk Animation - Frame: 2 (was 2) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 2 -> 3 (delta: 0.016667) +INFO: Walk Animation - Frame: 3 (was 3) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 3 -> 4 (delta: 0.016667) +INFO: Walk Animation - Frame: 4 (was 4) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 4 -> 5 (delta: 0.016667) +INFO: Walk Animation - Frame: 5 (was 5) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 5 -> 6 (delta: 0.016667) +INFO: Walk Animation - Frame: 6 (was 6) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 6 -> 7 (delta: 0.016667) +INFO: Walk Animation - Frame: 7 (was 7) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 7 -> 8 (delta: 0.016667) +INFO: Walk Animation - Frame: 8 (was 8) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 8 -> 9 (delta: 0.016667) +INFO: Walk Animation - Frame: 9 (was 9) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 9 -> 10 (delta: 0.016667) +INFO: Walk Animation - Frame: 10 (was 10) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 10 -> 11 (delta: 0.016668) +INFO: Walk Animation - Frame: 11 (was 11) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 11 -> 12 (delta: 0.016667) +INFO: Walk Animation - Frame: 12 (was 12) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 12 -> 13 (delta: 0.016667) +INFO: Walk Animation - Frame: 13 (was 13) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 13 -> 14 (delta: 0.016667) +INFO: Walk Animation - Frame: 14 (was 14) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 14 -> 15 (delta: 0.016667) +INFO: Walk Animation - Frame: 15 (was 15) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 15 -> 16 (delta: 0.016667) +INFO: Walk Animation - Frame: 16 (was 16) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 16 -> 17 (delta: 0.016667) +INFO: Walk Animation - Frame: 17 (was 17) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 17 -> 18 (delta: 0.016667) +INFO: Walk Animation - Frame: 18 (was 18) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 18 -> 19 (delta: 0.016667) +INFO: Walk Animation - Frame: 19 (was 19) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 19 -> 20 (delta: 0.016667) +INFO: Walk Animation - Frame: 20 (was 20) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 20 -> 21 (delta: 0.016667) +INFO: Walk Animation - Frame: 21 (was 21) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 21 -> 22 (delta: 0.016667) +INFO: Walk Animation - Frame: 22 (was 22) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 22 -> 23 (delta: 0.016667) +INFO: Walk Animation - Frame: 23 (was 23) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 23 -> 24 (delta: 0.016667) +INFO: Walk Animation - Frame: 24 (was 24) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 24 -> 25 (delta: 0.016667) +INFO: Walk Animation - Frame: 25 (was 25) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 25 -> 26 (delta: 0.016667) +INFO: Walk Animation - Frame: 26 (was 26) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 26 -> 27 (delta: 0.016667) +INFO: Walk Animation - Frame: 27 (was 27) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 27 -> 28 (delta: 0.016667) +INFO: Walk Animation - Frame: 28 (was 28) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 28 -> 29 (delta: 0.016667) +INFO: Walk Animation - Frame: 29 (was 29) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 29 -> 30 (delta: 0.016667) +INFO: Walk Animation - Frame: 30 (was 30) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 30 -> 31 (delta: 0.016667) +INFO: Walk Animation - Frame: 31 (was 31) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 31 -> 32 (delta: 0.016667) +INFO: Walk Animation - Frame: 32 (was 32) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 32 -> 33 (delta: 0.016667) +INFO: Walk Animation - Frame: 33 (was 33) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 33 -> 34 (delta: 0.016667) +INFO: Walk Animation - Frame: 34 (was 34) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 34 -> 35 (delta: 0.016667) +INFO: Walk Animation - Frame: 35 (was 35) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 35 -> 36 (delta: 0.016667) +INFO: Walk Animation - Frame: 36 (was 36) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 36 -> 37 (delta: 0.016667) +INFO: Walk Animation - Frame: 37 (was 37) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 37 -> 38 (delta: 0.016667) +INFO: Walk Animation - Frame: 38 (was 38) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Idle frame update: 0 -> 2 (delta: 0.016667) +INFO: Idle Animation - Frame: 2 (was 2) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 2 -> 4 (delta: 0.016667) +INFO: Idle Animation - Frame: 4 (was 4) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 4 -> 6 (delta: 0.016667) +INFO: Idle Animation - Frame: 6 (was 6) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 6 -> 8 (delta: 0.016667) +INFO: Idle Animation - Frame: 8 (was 8) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 8 -> 10 (delta: 0.016667) +INFO: Idle Animation - Frame: 10 (was 10) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 10 -> 12 (delta: 0.016667) +INFO: Idle Animation - Frame: 12 (was 12) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 12 -> 14 (delta: 0.016667) +INFO: Idle Animation - Frame: 14 (was 14) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 14 -> 16 (delta: 0.016667) +INFO: Idle Animation - Frame: 16 (was 16) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 16 -> 18 (delta: 0.016667) +INFO: Idle Animation - Frame: 18 (was 18) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 18 -> 20 (delta: 0.017368) +INFO: Idle Animation - Frame: 20 (was 20) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 20 -> 22 (delta: 0.016667) +INFO: Idle Animation - Frame: 22 (was 22) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 22 -> 24 (delta: 0.017290) +INFO: Idle Animation - Frame: 24 (was 24) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 24 -> 26 (delta: 0.016667) +INFO: Idle Animation - Frame: 26 (was 26) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 26 -> 28 (delta: 0.016667) +INFO: Idle Animation - Frame: 28 (was 28) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 28 -> 30 (delta: 0.016667) +INFO: Idle Animation - Frame: 30 (was 30) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 30 -> 32 (delta: 0.016667) +INFO: Idle Animation - Frame: 32 (was 32) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 32 -> 34 (delta: 0.016667) +INFO: Idle Animation - Frame: 34 (was 34) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 34 -> 36 (delta: 0.016667) +INFO: Idle Animation - Frame: 36 (was 36) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 36 -> 38 (delta: 0.016667) +INFO: Idle Animation - Frame: 38 (was 38) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 38 -> 40 (delta: 0.016667) +INFO: Idle Animation - Frame: 40 (was 40) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 40 -> 42 (delta: 0.016667) +INFO: Idle Animation - Frame: 42 (was 42) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 42 -> 44 (delta: 0.016667) +INFO: Idle Animation - Frame: 44 (was 44) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 44 -> 46 (delta: 0.016668) +INFO: Idle Animation - Frame: 46 (was 46) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 46 -> 48 (delta: 0.016668) +INFO: Idle Animation - Frame: 48 (was 48) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 48 -> 50 (delta: 0.016667) +INFO: Idle Animation - Frame: 50 (was 50) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 50 -> 52 (delta: 0.016668) +INFO: Idle Animation - Frame: 52 (was 52) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 52 -> 54 (delta: 0.016668) +INFO: Idle Animation - Frame: 54 (was 54) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 54 -> 56 (delta: 0.016668) +INFO: Idle Animation - Frame: 56 (was 56) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 56 -> 58 (delta: 0.016668) +INFO: Idle Animation - Frame: 58 (was 58) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 58 -> 60 (delta: 0.016667) +INFO: Idle Animation - Frame: 60 (was 60) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 60 -> 62 (delta: 0.016668) +INFO: Idle Animation - Frame: 62 (was 62) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 62 -> 64 (delta: 0.016667) +INFO: Idle Animation - Frame: 64 (was 64) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 64 -> 66 (delta: 0.016667) +INFO: Idle Animation - Frame: 66 (was 66) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 66 -> 68 (delta: 0.016667) +INFO: Idle Animation - Frame: 68 (was 68) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 68 -> 70 (delta: 0.016667) +INFO: Idle Animation - Frame: 70 (was 70) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 70 -> 72 (delta: 0.016667) +INFO: Idle Animation - Frame: 72 (was 72) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 72 -> 74 (delta: 0.016667) +INFO: Idle Animation - Frame: 74 (was 74) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 74 -> 76 (delta: 0.016667) +INFO: Idle Animation - Frame: 76 (was 76) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 76 -> 78 (delta: 0.016667) +INFO: Idle Animation - Frame: 78 (was 78) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 78 -> 80 (delta: 0.016667) +INFO: Idle Animation - Frame: 80 (was 80) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 80 -> 82 (delta: 0.016667) +INFO: Idle Animation - Frame: 82 (was 82) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 82 -> 84 (delta: 0.016667) +INFO: Idle Animation - Frame: 84 (was 84) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 84 -> 86 (delta: 0.016667) +INFO: Idle Animation - Frame: 86 (was 86) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 86 -> 88 (delta: 0.016667) +INFO: Idle Animation - Frame: 88 (was 88) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 88 -> 90 (delta: 0.016667) +INFO: Idle Animation - Frame: 90 (was 90) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 90 -> 92 (delta: 0.016667) +INFO: Idle Animation - Frame: 92 (was 92) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 92 -> 94 (delta: 0.016668) +INFO: Idle Animation - Frame: 94 (was 94) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 94 -> 96 (delta: 0.016668) +INFO: Idle Animation - Frame: 96 (was 96) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 96 -> 98 (delta: 0.016668) +INFO: Idle Animation - Frame: 98 (was 98) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 98 -> 100 (delta: 0.016667) +INFO: Idle Animation - Frame: 100 (was 100) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 100 -> 102 (delta: 0.016667) +INFO: Idle Animation - Frame: 102 (was 102) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 102 -> 104 (delta: 0.016667) +INFO: Idle Animation - Frame: 104 (was 104) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 104 -> 106 (delta: 0.016667) +INFO: Idle Animation - Frame: 106 (was 106) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 106 -> 108 (delta: 0.016667) +INFO: Idle Animation - Frame: 108 (was 108) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 108 -> 110 (delta: 0.016667) +INFO: Idle Animation - Frame: 110 (was 110) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 110 -> 112 (delta: 0.016667) +INFO: Idle Animation - Frame: 112 (was 112) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 112 -> 114 (delta: 0.016668) +INFO: Idle Animation - Frame: 114 (was 114) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 114 -> 116 (delta: 0.016667) +INFO: Idle Animation - Frame: 116 (was 116) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 116 -> 118 (delta: 0.016667) +INFO: Idle Animation - Frame: 118 (was 118) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 118 -> 120 (delta: 0.016667) +INFO: Idle Animation - Frame: 120 (was 120) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 120 -> 122 (delta: 0.016667) +INFO: Idle Animation - Frame: 122 (was 122) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 122 -> 124 (delta: 0.016667) +INFO: Idle Animation - Frame: 124 (was 124) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 124 -> 126 (delta: 0.016667) +INFO: Idle Animation - Frame: 126 (was 126) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 126 -> 128 (delta: 0.016667) +INFO: Idle Animation - Frame: 128 (was 128) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 128 -> 130 (delta: 0.016667) +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 130 -> 132 (delta: 0.016667) +INFO: Idle Animation - Frame: 132 (was 132) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 132 -> 134 (delta: 0.016667) +INFO: Idle Animation - Frame: 134 (was 134) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 134 -> 136 (delta: 0.016668) +INFO: Idle Animation - Frame: 136 (was 136) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 136 -> 138 (delta: 0.016668) +INFO: Idle Animation - Frame: 138 (was 138) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 138 -> 140 (delta: 0.016667) +INFO: Idle Animation - Frame: 140 (was 140) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 140 -> 142 (delta: 0.016667) +INFO: Idle Animation - Frame: 142 (was 142) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 142 -> 144 (delta: 0.016667) +INFO: Idle Animation - Frame: 144 (was 144) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 144 -> 146 (delta: 0.016667) +INFO: Idle Animation - Frame: 146 (was 146) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 146 -> 148 (delta: 0.016667) +INFO: Idle Animation - Frame: 148 (was 148) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 148 -> 150 (delta: 0.016667) +INFO: Idle Animation - Frame: 150 (was 150) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 150 -> 152 (delta: 0.016667) +INFO: Idle Animation - Frame: 152 (was 152) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 152 -> 154 (delta: 0.016667) +INFO: Idle Animation - Frame: 154 (was 154) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 154 -> 156 (delta: 0.016667) +INFO: Idle Animation - Frame: 156 (was 156) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 156 -> 158 (delta: 0.016668) +INFO: Idle Animation - Frame: 158 (was 158) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 158 -> 160 (delta: 0.016667) +INFO: Idle Animation - Frame: 160 (was 160) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 160 -> 162 (delta: 0.016668) +INFO: Idle Animation - Frame: 162 (was 162) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 162 -> 164 (delta: 0.016667) +INFO: Idle Animation - Frame: 164 (was 164) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 164 -> 166 (delta: 0.016667) +INFO: Idle Animation - Frame: 166 (was 166) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 166 -> 168 (delta: 0.016667) +INFO: Idle Animation - Frame: 168 (was 168) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 168 -> 170 (delta: 0.016667) +INFO: Idle Animation - Frame: 170 (was 170) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 170 -> 172 (delta: 0.016667) +INFO: Idle Animation - Frame: 172 (was 172) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 172 -> 174 (delta: 0.016668) +INFO: Idle Animation - Frame: 174 (was 174) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 174 -> 176 (delta: 0.016667) +INFO: Idle Animation - Frame: 176 (was 176) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 176 -> 178 (delta: 0.016667) +INFO: Idle Animation - Frame: 178 (was 178) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 178 -> 180 (delta: 0.016667) +INFO: Idle Animation - Frame: 180 (was 180) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 180 -> 182 (delta: 0.016667) +INFO: Idle Animation - Frame: 182 (was 182) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 182 -> 184 (delta: 0.016668) +INFO: Idle Animation - Frame: 184 (was 184) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 184 -> 186 (delta: 0.016667) +INFO: Idle Animation - Frame: 186 (was 186) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 186 -> 188 (delta: 0.016668) +INFO: Idle Animation - Frame: 188 (was 188) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 188 -> 190 (delta: 0.016668) +INFO: Idle Animation - Frame: 190 (was 190) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 190 -> 192 (delta: 0.016667) +INFO: Idle Animation - Frame: 192 (was 192) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 192 -> 194 (delta: 0.016667) +INFO: Idle Animation - Frame: 194 (was 194) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 194 -> 196 (delta: 0.016667) +INFO: Idle Animation - Frame: 196 (was 196) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 196 -> 198 (delta: 0.016667) +INFO: Idle Animation - Frame: 198 (was 198) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 198 -> 200 (delta: 0.016667) +INFO: Idle Animation - Frame: 200 (was 200) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 200 -> 202 (delta: 0.016667) +INFO: Idle Animation - Frame: 202 (was 202) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 202 -> 204 (delta: 0.016667) +INFO: Idle Animation - Frame: 204 (was 204) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 204 -> 206 (delta: 0.016667) +INFO: Idle Animation - Frame: 206 (was 206) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 206 -> 208 (delta: 0.016668) +INFO: Idle Animation - Frame: 208 (was 208) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 208 -> 210 (delta: 0.016667) +INFO: Idle Animation - Frame: 210 (was 210) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 210 -> 212 (delta: 0.016667) +INFO: Idle Animation - Frame: 212 (was 212) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 212 -> 214 (delta: 0.016667) +INFO: Idle Animation - Frame: 214 (was 214) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 214 -> 216 (delta: 0.016667) +INFO: Idle Animation - Frame: 216 (was 216) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 216 -> 218 (delta: 0.016667) +INFO: Idle Animation - Frame: 218 (was 218) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 218 -> 220 (delta: 0.016667) +INFO: Idle Animation - Frame: 220 (was 220) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 220 -> 222 (delta: 0.016667) +INFO: Idle Animation - Frame: 222 (was 222) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 222 -> 224 (delta: 0.016667) +INFO: Idle Animation - Frame: 224 (was 224) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 224 -> 226 (delta: 0.016667) +INFO: Idle Animation - Frame: 226 (was 226) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 226 -> 228 (delta: 0.016667) +INFO: Idle Animation - Frame: 228 (was 228) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 228 -> 230 (delta: 0.016667) +INFO: Idle Animation - Frame: 230 (was 230) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 230 -> 232 (delta: 0.016667) +INFO: Idle Animation - Frame: 232 (was 232) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 232 -> 234 (delta: 0.016667) +INFO: Idle Animation - Frame: 234 (was 234) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 234 -> 236 (delta: 0.016667) +INFO: Idle Animation - Frame: 236 (was 236) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 236 -> 238 (delta: 0.016667) +INFO: Idle Animation wrapped around +INFO: Idle Animation - Frame: 0 (was 238) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 0 -> 2 (delta: 0.016667) +INFO: Idle Animation - Frame: 2 (was 2) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 2 -> 4 (delta: 0.016667) +INFO: Idle Animation - Frame: 4 (was 4) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 4 -> 6 (delta: 0.016667) +INFO: Idle Animation - Frame: 6 (was 6) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 6 -> 8 (delta: 0.016667) +INFO: Idle Animation - Frame: 8 (was 8) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 8 -> 10 (delta: 0.016667) +INFO: Idle Animation - Frame: 10 (was 10) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 10 -> 12 (delta: 0.016667) +INFO: Idle Animation - Frame: 12 (was 12) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 12 -> 14 (delta: 0.016667) +INFO: Idle Animation - Frame: 14 (was 14) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 14 -> 16 (delta: 0.016667) +INFO: Idle Animation - Frame: 16 (was 16) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 16 -> 18 (delta: 0.016667) +INFO: Idle Animation - Frame: 18 (was 18) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 18 -> 20 (delta: 0.016667) +INFO: Idle Animation - Frame: 20 (was 20) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 20 -> 22 (delta: 0.016667) +INFO: Idle Animation - Frame: 22 (was 22) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 22 -> 24 (delta: 0.016667) +INFO: Idle Animation - Frame: 24 (was 24) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 24 -> 26 (delta: 0.016667) +INFO: Idle Animation - Frame: 26 (was 26) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 26 -> 28 (delta: 0.016667) +INFO: Idle Animation - Frame: 28 (was 28) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 28 -> 30 (delta: 0.016667) +INFO: Idle Animation - Frame: 30 (was 30) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 30 -> 32 (delta: 0.016667) +INFO: Idle Animation - Frame: 32 (was 32) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 32 -> 34 (delta: 0.016667) +INFO: Idle Animation - Frame: 34 (was 34) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 34 -> 36 (delta: 0.016667) +INFO: Idle Animation - Frame: 36 (was 36) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 36 -> 38 (delta: 0.016668) +INFO: Idle Animation - Frame: 38 (was 38) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 38 -> 40 (delta: 0.016667) +INFO: Idle Animation - Frame: 40 (was 40) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 40 -> 42 (delta: 0.016667) +INFO: Idle Animation - Frame: 42 (was 42) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 42 -> 44 (delta: 0.016667) +INFO: Idle Animation - Frame: 44 (was 44) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 44 -> 46 (delta: 0.016667) +INFO: Idle Animation - Frame: 46 (was 46) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 46 -> 48 (delta: 0.016667) +INFO: Idle Animation - Frame: 48 (was 48) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 48 -> 50 (delta: 0.016667) +INFO: Idle Animation - Frame: 50 (was 50) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 50 -> 52 (delta: 0.016667) +INFO: Idle Animation - Frame: 52 (was 52) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 52 -> 54 (delta: 0.016667) +INFO: Idle Animation - Frame: 54 (was 54) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 54 -> 56 (delta: 0.016667) +INFO: Idle Animation - Frame: 56 (was 56) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 56 -> 58 (delta: 0.016667) +INFO: Idle Animation - Frame: 58 (was 58) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 58 -> 60 (delta: 0.016667) +INFO: Idle Animation - Frame: 60 (was 60) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 60 -> 62 (delta: 0.016667) +INFO: Idle Animation - Frame: 62 (was 62) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 62 -> 64 (delta: 0.016667) +INFO: Idle Animation - Frame: 64 (was 64) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 64 -> 66 (delta: 0.016667) +INFO: Idle Animation - Frame: 66 (was 66) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 66 -> 68 (delta: 0.016668) +INFO: Idle Animation - Frame: 68 (was 68) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 68 -> 70 (delta: 0.016667) +INFO: Idle Animation - Frame: 70 (was 70) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 70 -> 72 (delta: 0.016667) +INFO: Idle Animation - Frame: 72 (was 72) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 72 -> 74 (delta: 0.016668) +INFO: Idle Animation - Frame: 74 (was 74) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 74 -> 76 (delta: 0.016667) +INFO: Idle Animation - Frame: 76 (was 76) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 76 -> 78 (delta: 0.016667) +INFO: Idle Animation - Frame: 78 (was 78) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 78 -> 80 (delta: 0.016667) +INFO: Idle Animation - Frame: 80 (was 80) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 80 -> 82 (delta: 0.016667) +INFO: Idle Animation - Frame: 82 (was 82) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 82 -> 84 (delta: 0.016667) +INFO: Idle Animation - Frame: 84 (was 84) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 84 -> 86 (delta: 0.016667) +INFO: Idle Animation - Frame: 86 (was 86) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 86 -> 88 (delta: 0.016667) +INFO: Idle Animation - Frame: 88 (was 88) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 88 -> 90 (delta: 0.016667) +INFO: Idle Animation - Frame: 90 (was 90) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 90 -> 92 (delta: 0.016668) +INFO: Idle Animation - Frame: 92 (was 92) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 92 -> 94 (delta: 0.016668) +INFO: Idle Animation - Frame: 94 (was 94) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 94 -> 96 (delta: 0.016667) +INFO: Idle Animation - Frame: 96 (was 96) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 96 -> 98 (delta: 0.016667) +INFO: Idle Animation - Frame: 98 (was 98) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 98 -> 100 (delta: 0.016667) +INFO: Idle Animation - Frame: 100 (was 100) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 100 -> 102 (delta: 0.016667) +INFO: Idle Animation - Frame: 102 (was 102) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 102 -> 104 (delta: 0.016667) +INFO: Idle Animation - Frame: 104 (was 104) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 104 -> 106 (delta: 0.016667) +INFO: Idle Animation - Frame: 106 (was 106) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 106 -> 108 (delta: 0.016667) +INFO: Idle Animation - Frame: 108 (was 108) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 108 -> 110 (delta: 0.016667) +INFO: Idle Animation - Frame: 110 (was 110) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 110 -> 112 (delta: 0.016667) +INFO: Idle Animation - Frame: 112 (was 112) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 112 -> 114 (delta: 0.016668) +INFO: Idle Animation - Frame: 114 (was 114) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 114 -> 116 (delta: 0.016668) +INFO: Idle Animation - Frame: 116 (was 116) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 116 -> 118 (delta: 0.016668) +INFO: Idle Animation - Frame: 118 (was 118) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 118 -> 120 (delta: 0.016667) +INFO: Idle Animation - Frame: 120 (was 120) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 120 -> 122 (delta: 0.016668) +INFO: Idle Animation - Frame: 122 (was 122) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 122 -> 124 (delta: 0.016667) +INFO: Idle Animation - Frame: 124 (was 124) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 124 -> 126 (delta: 0.016667) +INFO: Idle Animation - Frame: 126 (was 126) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 126 -> 128 (delta: 0.016667) +INFO: Idle Animation - Frame: 128 (was 128) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 128 -> 130 (delta: 0.016668) +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 130 -> 132 (delta: 0.016668) +INFO: Idle Animation - Frame: 132 (was 132) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 132 -> 134 (delta: 0.016668) +INFO: Idle Animation - Frame: 134 (was 134) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 134 -> 136 (delta: 0.016668) +INFO: Idle Animation - Frame: 136 (was 136) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 136 -> 138 (delta: 0.016667) +INFO: Idle Animation - Frame: 138 (was 138) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 138 -> 140 (delta: 0.016667) +INFO: Idle Animation - Frame: 140 (was 140) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 140 -> 142 (delta: 0.016667) +INFO: Idle Animation - Frame: 142 (was 142) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 142 -> 144 (delta: 0.016667) +INFO: Idle Animation - Frame: 144 (was 144) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 144 -> 146 (delta: 0.016667) +INFO: Idle Animation - Frame: 146 (was 146) / 238, Bones: 24 +INFO: Idle FramePoses available +Clicked: 8, 12 +Path found: [{9 15 5 true} {8 14 4 true} {8 13 4 true} {8 12 4 true}] +INFO: Walk frame update: 0 -> 1 (delta: 0.016667) +INFO: Walk Animation - Frame: 1 (was 1) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 1 -> 2 (delta: 0.016667) +INFO: Walk Animation - Frame: 2 (was 2) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 2 -> 3 (delta: 0.016667) +INFO: Walk Animation - Frame: 3 (was 3) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 3 -> 4 (delta: 0.016667) +INFO: Walk Animation - Frame: 4 (was 4) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 4 -> 5 (delta: 0.016667) +INFO: Walk Animation - Frame: 5 (was 5) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 5 -> 6 (delta: 0.016667) +INFO: Walk Animation - Frame: 6 (was 6) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 6 -> 7 (delta: 0.016667) +INFO: Walk Animation - Frame: 7 (was 7) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 7 -> 8 (delta: 0.016667) +INFO: Walk Animation - Frame: 8 (was 8) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 8 -> 9 (delta: 0.016668) +INFO: Walk Animation - Frame: 9 (was 9) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 9 -> 10 (delta: 0.016668) +INFO: Walk Animation - Frame: 10 (was 10) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 10 -> 11 (delta: 0.016667) +INFO: Walk Animation - Frame: 11 (was 11) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 11 -> 12 (delta: 0.016667) +INFO: Walk Animation - Frame: 12 (was 12) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 12 -> 13 (delta: 0.016667) +INFO: Walk Animation - Frame: 13 (was 13) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 13 -> 14 (delta: 0.016667) +INFO: Walk Animation - Frame: 14 (was 14) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 14 -> 15 (delta: 0.016667) +INFO: Walk Animation - Frame: 15 (was 15) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 15 -> 16 (delta: 0.016667) +INFO: Walk Animation - Frame: 16 (was 16) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 16 -> 17 (delta: 0.016667) +INFO: Walk Animation - Frame: 17 (was 17) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 17 -> 18 (delta: 0.016667) +INFO: Walk Animation - Frame: 18 (was 18) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 18 -> 19 (delta: 0.016667) +INFO: Walk Animation - Frame: 19 (was 19) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 19 -> 20 (delta: 0.016667) +INFO: Walk Animation - Frame: 20 (was 20) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 20 -> 21 (delta: 0.016667) +INFO: Walk Animation - Frame: 21 (was 21) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 21 -> 22 (delta: 0.016667) +INFO: Walk Animation - Frame: 22 (was 22) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 22 -> 23 (delta: 0.016668) +INFO: Walk Animation - Frame: 23 (was 23) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 23 -> 24 (delta: 0.016667) +INFO: Walk Animation - Frame: 24 (was 24) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 24 -> 25 (delta: 0.016668) +INFO: Walk Animation - Frame: 25 (was 25) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 25 -> 26 (delta: 0.016667) +INFO: Walk Animation - Frame: 26 (was 26) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 26 -> 27 (delta: 0.016667) +INFO: Walk Animation - Frame: 27 (was 27) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 27 -> 28 (delta: 0.016667) +INFO: Walk Animation - Frame: 28 (was 28) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 28 -> 29 (delta: 0.016667) +INFO: Walk Animation - Frame: 29 (was 29) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 29 -> 30 (delta: 0.016667) +INFO: Walk Animation - Frame: 30 (was 30) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 30 -> 31 (delta: 0.016667) +INFO: Walk Animation - Frame: 31 (was 31) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 31 -> 32 (delta: 0.016667) +INFO: Walk Animation - Frame: 32 (was 32) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 32 -> 33 (delta: 0.016667) +INFO: Walk Animation - Frame: 33 (was 33) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 33 -> 34 (delta: 0.016667) +INFO: Walk Animation - Frame: 34 (was 34) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 34 -> 35 (delta: 0.016667) +INFO: Walk Animation - Frame: 35 (was 35) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 35 -> 36 (delta: 0.016667) +INFO: Walk Animation - Frame: 36 (was 36) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 36 -> 37 (delta: 0.016668) +INFO: Walk Animation - Frame: 37 (was 37) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 37 -> 38 (delta: 0.016667) +INFO: Walk Animation - Frame: 38 (was 38) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 38 -> 39 (delta: 0.016667) +INFO: Walk Animation - Frame: 39 (was 39) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 39 -> 40 (delta: 0.016667) +INFO: Walk Animation - Frame: 40 (was 40) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 40 -> 41 (delta: 0.016668) +INFO: Walk Animation - Frame: 41 (was 41) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 41 -> 42 (delta: 0.016667) +INFO: Walk Animation - Frame: 42 (was 42) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 42 -> 43 (delta: 0.016667) +INFO: Walk Animation - Frame: 43 (was 43) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 43 -> 44 (delta: 0.016667) +INFO: Walk Animation - Frame: 44 (was 44) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 44 -> 45 (delta: 0.016667) +INFO: Walk Animation - Frame: 45 (was 45) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 45 -> 46 (delta: 0.016667) +INFO: Walk Animation - Frame: 46 (was 46) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 46 -> 47 (delta: 0.016667) +INFO: Walk Animation - Frame: 47 (was 47) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 47 -> 48 (delta: 0.016667) +INFO: Walk Animation - Frame: 48 (was 48) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 48 -> 49 (delta: 0.016667) +INFO: Walk Animation - Frame: 49 (was 49) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 49 -> 50 (delta: 0.016667) +INFO: Walk Animation - Frame: 50 (was 50) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 50 -> 51 (delta: 0.016667) +INFO: Walk Animation - Frame: 51 (was 51) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 51 -> 52 (delta: 0.016667) +INFO: Walk Animation - Frame: 52 (was 52) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 52 -> 53 (delta: 0.016668) +INFO: Walk Animation - Frame: 53 (was 53) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 53 -> 54 (delta: 0.016668) +INFO: Walk Animation - Frame: 54 (was 54) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Idle frame update: 0 -> 2 (delta: 0.016667) +INFO: Idle Animation - Frame: 2 (was 2) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Walk frame update: 0 -> 1 (delta: 0.016667) +INFO: Walk Animation - Frame: 1 (was 1) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 1 -> 2 (delta: 0.016668) +INFO: Walk Animation - Frame: 2 (was 2) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 2 -> 3 (delta: 0.016667) +INFO: Walk Animation - Frame: 3 (was 3) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 3 -> 4 (delta: 0.016668) +INFO: Walk Animation - Frame: 4 (was 4) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 4 -> 5 (delta: 0.016667) +INFO: Walk Animation - Frame: 5 (was 5) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 5 -> 6 (delta: 0.016667) +INFO: Walk Animation - Frame: 6 (was 6) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 6 -> 7 (delta: 0.016667) +INFO: Walk Animation - Frame: 7 (was 7) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 7 -> 8 (delta: 0.016667) +INFO: Walk Animation - Frame: 8 (was 8) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 8 -> 9 (delta: 0.016667) +INFO: Walk Animation - Frame: 9 (was 9) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 9 -> 10 (delta: 0.016667) +INFO: Walk Animation - Frame: 10 (was 10) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 10 -> 11 (delta: 0.016668) +INFO: Walk Animation - Frame: 11 (was 11) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 11 -> 12 (delta: 0.016668) +INFO: Walk Animation - Frame: 12 (was 12) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 12 -> 13 (delta: 0.016667) +INFO: Walk Animation - Frame: 13 (was 13) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 13 -> 14 (delta: 0.016668) +INFO: Walk Animation - Frame: 14 (was 14) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 14 -> 15 (delta: 0.016668) +INFO: Walk Animation - Frame: 15 (was 15) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 15 -> 16 (delta: 0.016667) +INFO: Walk Animation - Frame: 16 (was 16) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 16 -> 17 (delta: 0.016668) +INFO: Walk Animation - Frame: 17 (was 17) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 17 -> 18 (delta: 0.016667) +INFO: Walk Animation - Frame: 18 (was 18) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 18 -> 19 (delta: 0.016667) +INFO: Walk Animation - Frame: 19 (was 19) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 19 -> 20 (delta: 0.016667) +INFO: Walk Animation - Frame: 20 (was 20) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 20 -> 21 (delta: 0.016667) +INFO: Walk Animation - Frame: 21 (was 21) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 21 -> 22 (delta: 0.016667) +INFO: Walk Animation - Frame: 22 (was 22) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 22 -> 23 (delta: 0.016667) +INFO: Walk Animation - Frame: 23 (was 23) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 23 -> 24 (delta: 0.016667) +INFO: Walk Animation - Frame: 24 (was 24) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 24 -> 25 (delta: 0.016668) +INFO: Walk Animation - Frame: 25 (was 25) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 25 -> 26 (delta: 0.016668) +INFO: Walk Animation - Frame: 26 (was 26) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 26 -> 27 (delta: 0.016667) +INFO: Walk Animation - Frame: 27 (was 27) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 27 -> 28 (delta: 0.016667) +INFO: Walk Animation - Frame: 28 (was 28) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 28 -> 29 (delta: 0.016667) +INFO: Walk Animation - Frame: 29 (was 29) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 29 -> 30 (delta: 0.016667) +INFO: Walk Animation - Frame: 30 (was 30) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 30 -> 31 (delta: 0.016668) +INFO: Walk Animation - Frame: 31 (was 31) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 31 -> 32 (delta: 0.016667) +INFO: Walk Animation - Frame: 32 (was 32) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 32 -> 33 (delta: 0.016667) +INFO: Walk Animation - Frame: 33 (was 33) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 33 -> 34 (delta: 0.016667) +INFO: Walk Animation - Frame: 34 (was 34) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 34 -> 35 (delta: 0.016667) +INFO: Walk Animation - Frame: 35 (was 35) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 35 -> 36 (delta: 0.016667) +INFO: Walk Animation - Frame: 36 (was 36) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 36 -> 37 (delta: 0.016667) +INFO: Walk Animation - Frame: 37 (was 37) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 37 -> 38 (delta: 0.016667) +INFO: Walk Animation - Frame: 38 (was 38) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Idle frame update: 0 -> 2 (delta: 0.016667) +INFO: Idle Animation - Frame: 2 (was 2) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Walk frame update: 0 -> 1 (delta: 0.016667) +INFO: Walk Animation - Frame: 1 (was 1) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 1 -> 2 (delta: 0.016667) +INFO: Walk Animation - Frame: 2 (was 2) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 2 -> 3 (delta: 0.016667) +INFO: Walk Animation - Frame: 3 (was 3) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 3 -> 4 (delta: 0.016667) +INFO: Walk Animation - Frame: 4 (was 4) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 4 -> 5 (delta: 0.016667) +INFO: Walk Animation - Frame: 5 (was 5) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 5 -> 6 (delta: 0.016667) +INFO: Walk Animation - Frame: 6 (was 6) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 6 -> 7 (delta: 0.016668) +INFO: Walk Animation - Frame: 7 (was 7) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 7 -> 8 (delta: 0.016667) +INFO: Walk Animation - Frame: 8 (was 8) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 8 -> 9 (delta: 0.016667) +INFO: Walk Animation - Frame: 9 (was 9) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 9 -> 10 (delta: 0.016667) +INFO: Walk Animation - Frame: 10 (was 10) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 10 -> 11 (delta: 0.016668) +INFO: Walk Animation - Frame: 11 (was 11) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 11 -> 12 (delta: 0.016667) +INFO: Walk Animation - Frame: 12 (was 12) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 12 -> 13 (delta: 0.016667) +INFO: Walk Animation - Frame: 13 (was 13) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 13 -> 14 (delta: 0.016667) +INFO: Walk Animation - Frame: 14 (was 14) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 14 -> 15 (delta: 0.016668) +INFO: Walk Animation - Frame: 15 (was 15) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 15 -> 16 (delta: 0.016668) +INFO: Walk Animation - Frame: 16 (was 16) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 16 -> 17 (delta: 0.016667) +INFO: Walk Animation - Frame: 17 (was 17) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 17 -> 18 (delta: 0.017591) +INFO: Walk Animation - Frame: 18 (was 18) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 18 -> 19 (delta: 0.016667) +INFO: Walk Animation - Frame: 19 (was 19) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 19 -> 20 (delta: 0.016667) +INFO: Walk Animation - Frame: 20 (was 20) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 20 -> 21 (delta: 0.016667) +INFO: Walk Animation - Frame: 21 (was 21) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 21 -> 22 (delta: 0.016668) +INFO: Walk Animation - Frame: 22 (was 22) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 22 -> 23 (delta: 0.016667) +INFO: Walk Animation - Frame: 23 (was 23) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 23 -> 24 (delta: 0.016667) +INFO: Walk Animation - Frame: 24 (was 24) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 24 -> 25 (delta: 0.016667) +INFO: Walk Animation - Frame: 25 (was 25) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 25 -> 26 (delta: 0.016667) +INFO: Walk Animation - Frame: 26 (was 26) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 26 -> 27 (delta: 0.016667) +INFO: Walk Animation - Frame: 27 (was 27) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 27 -> 28 (delta: 0.016667) +INFO: Walk Animation - Frame: 28 (was 28) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 28 -> 29 (delta: 0.016667) +INFO: Walk Animation - Frame: 29 (was 29) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 29 -> 30 (delta: 0.016667) +INFO: Walk Animation - Frame: 30 (was 30) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 30 -> 31 (delta: 0.016667) +INFO: Walk Animation - Frame: 31 (was 31) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 31 -> 32 (delta: 0.016667) +INFO: Walk Animation - Frame: 32 (was 32) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 32 -> 33 (delta: 0.016667) +INFO: Walk Animation - Frame: 33 (was 33) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 33 -> 34 (delta: 0.016667) +INFO: Walk Animation - Frame: 34 (was 34) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 34 -> 35 (delta: 0.016667) +INFO: Walk Animation - Frame: 35 (was 35) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 35 -> 36 (delta: 0.016667) +INFO: Walk Animation - Frame: 36 (was 36) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 36 -> 37 (delta: 0.016667) +INFO: Walk Animation - Frame: 37 (was 37) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Walk frame update: 37 -> 38 (delta: 0.016667) +INFO: Walk Animation - Frame: 38 (was 38) / 177, Bones: 24 +INFO: Walk FramePoses available +INFO: Idle frame update: 0 -> 2 (delta: 0.016667) +INFO: Idle Animation - Frame: 2 (was 2) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 2 -> 4 (delta: 0.016667) +INFO: Idle Animation - Frame: 4 (was 4) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 4 -> 6 (delta: 0.016668) +INFO: Idle Animation - Frame: 6 (was 6) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 6 -> 8 (delta: 0.016668) +INFO: Idle Animation - Frame: 8 (was 8) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 8 -> 10 (delta: 0.016667) +INFO: Idle Animation - Frame: 10 (was 10) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 10 -> 12 (delta: 0.016667) +INFO: Idle Animation - Frame: 12 (was 12) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 12 -> 14 (delta: 0.016667) +INFO: Idle Animation - Frame: 14 (was 14) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 14 -> 16 (delta: 0.016667) +INFO: Idle Animation - Frame: 16 (was 16) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 16 -> 18 (delta: 0.016667) +INFO: Idle Animation - Frame: 18 (was 18) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 18 -> 20 (delta: 0.016667) +INFO: Idle Animation - Frame: 20 (was 20) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 20 -> 22 (delta: 0.016667) +INFO: Idle Animation - Frame: 22 (was 22) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 22 -> 24 (delta: 0.016668) +INFO: Idle Animation - Frame: 24 (was 24) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 24 -> 26 (delta: 0.016667) +INFO: Idle Animation - Frame: 26 (was 26) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 26 -> 28 (delta: 0.016667) +INFO: Idle Animation - Frame: 28 (was 28) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 28 -> 30 (delta: 0.016667) +INFO: Idle Animation - Frame: 30 (was 30) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 30 -> 32 (delta: 0.016667) +INFO: Idle Animation - Frame: 32 (was 32) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 32 -> 34 (delta: 0.016667) +INFO: Idle Animation - Frame: 34 (was 34) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 34 -> 36 (delta: 0.016667) +INFO: Idle Animation - Frame: 36 (was 36) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 36 -> 38 (delta: 0.016667) +INFO: Idle Animation - Frame: 38 (was 38) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 38 -> 40 (delta: 0.016667) +INFO: Idle Animation - Frame: 40 (was 40) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 40 -> 42 (delta: 0.016667) +INFO: Idle Animation - Frame: 42 (was 42) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 42 -> 44 (delta: 0.016667) +INFO: Idle Animation - Frame: 44 (was 44) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 44 -> 46 (delta: 0.016667) +INFO: Idle Animation - Frame: 46 (was 46) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 46 -> 48 (delta: 0.016667) +INFO: Idle Animation - Frame: 48 (was 48) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 48 -> 50 (delta: 0.016667) +INFO: Idle Animation - Frame: 50 (was 50) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 50 -> 52 (delta: 0.016668) +INFO: Idle Animation - Frame: 52 (was 52) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 52 -> 54 (delta: 0.016667) +INFO: Idle Animation - Frame: 54 (was 54) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 54 -> 56 (delta: 0.016667) +INFO: Idle Animation - Frame: 56 (was 56) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 56 -> 58 (delta: 0.016667) +INFO: Idle Animation - Frame: 58 (was 58) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 58 -> 60 (delta: 0.016668) +INFO: Idle Animation - Frame: 60 (was 60) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 60 -> 62 (delta: 0.016667) +INFO: Idle Animation - Frame: 62 (was 62) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 62 -> 64 (delta: 0.016667) +INFO: Idle Animation - Frame: 64 (was 64) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 64 -> 66 (delta: 0.016667) +INFO: Idle Animation - Frame: 66 (was 66) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 66 -> 68 (delta: 0.016667) +INFO: Idle Animation - Frame: 68 (was 68) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 68 -> 70 (delta: 0.016667) +INFO: Idle Animation - Frame: 70 (was 70) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 70 -> 72 (delta: 0.016667) +INFO: Idle Animation - Frame: 72 (was 72) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 72 -> 74 (delta: 0.016668) +INFO: Idle Animation - Frame: 74 (was 74) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 74 -> 76 (delta: 0.016667) +INFO: Idle Animation - Frame: 76 (was 76) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 76 -> 78 (delta: 0.016667) +INFO: Idle Animation - Frame: 78 (was 78) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 78 -> 80 (delta: 0.016667) +INFO: Idle Animation - Frame: 80 (was 80) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 80 -> 82 (delta: 0.016667) +INFO: Idle Animation - Frame: 82 (was 82) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 82 -> 84 (delta: 0.016667) +INFO: Idle Animation - Frame: 84 (was 84) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 84 -> 86 (delta: 0.016667) +INFO: Idle Animation - Frame: 86 (was 86) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 86 -> 88 (delta: 0.016667) +INFO: Idle Animation - Frame: 88 (was 88) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 88 -> 90 (delta: 0.016667) +INFO: Idle Animation - Frame: 90 (was 90) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 90 -> 92 (delta: 0.016667) +INFO: Idle Animation - Frame: 92 (was 92) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 92 -> 94 (delta: 0.016667) +INFO: Idle Animation - Frame: 94 (was 94) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 94 -> 96 (delta: 0.016667) +INFO: Idle Animation - Frame: 96 (was 96) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 96 -> 98 (delta: 0.016667) +INFO: Idle Animation - Frame: 98 (was 98) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 98 -> 100 (delta: 0.016667) +INFO: Idle Animation - Frame: 100 (was 100) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 100 -> 102 (delta: 0.016667) +INFO: Idle Animation - Frame: 102 (was 102) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 102 -> 104 (delta: 0.016667) +INFO: Idle Animation - Frame: 104 (was 104) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 104 -> 106 (delta: 0.016667) +INFO: Idle Animation - Frame: 106 (was 106) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 106 -> 108 (delta: 0.016667) +INFO: Idle Animation - Frame: 108 (was 108) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 108 -> 110 (delta: 0.016667) +INFO: Idle Animation - Frame: 110 (was 110) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 110 -> 112 (delta: 0.016668) +INFO: Idle Animation - Frame: 112 (was 112) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 112 -> 114 (delta: 0.016667) +INFO: Idle Animation - Frame: 114 (was 114) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 114 -> 116 (delta: 0.016667) +INFO: Idle Animation - Frame: 116 (was 116) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 116 -> 118 (delta: 0.016668) +INFO: Idle Animation - Frame: 118 (was 118) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 118 -> 120 (delta: 0.016667) +INFO: Idle Animation - Frame: 120 (was 120) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 120 -> 122 (delta: 0.016667) +INFO: Idle Animation - Frame: 122 (was 122) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 122 -> 124 (delta: 0.016667) +INFO: Idle Animation - Frame: 124 (was 124) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 124 -> 126 (delta: 0.016667) +INFO: Idle Animation - Frame: 126 (was 126) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 126 -> 128 (delta: 0.016667) +INFO: Idle Animation - Frame: 128 (was 128) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 128 -> 130 (delta: 0.016667) +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 130 -> 132 (delta: 0.016667) +INFO: Idle Animation - Frame: 132 (was 132) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 132 -> 134 (delta: 0.016667) +INFO: Idle Animation - Frame: 134 (was 134) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 134 -> 136 (delta: 0.016667) +INFO: Idle Animation - Frame: 136 (was 136) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 136 -> 138 (delta: 0.016667) +INFO: Idle Animation - Frame: 138 (was 138) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 138 -> 140 (delta: 0.016667) +INFO: Idle Animation - Frame: 140 (was 140) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 140 -> 142 (delta: 0.016667) +INFO: Idle Animation - Frame: 142 (was 142) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 142 -> 144 (delta: 0.016667) +INFO: Idle Animation - Frame: 144 (was 144) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 144 -> 146 (delta: 0.016667) +INFO: Idle Animation - Frame: 146 (was 146) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 146 -> 148 (delta: 0.016667) +INFO: Idle Animation - Frame: 148 (was 148) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 148 -> 150 (delta: 0.016667) +INFO: Idle Animation - Frame: 150 (was 150) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 150 -> 152 (delta: 0.016667) +INFO: Idle Animation - Frame: 152 (was 152) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 152 -> 154 (delta: 0.016667) +INFO: Idle Animation - Frame: 154 (was 154) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 154 -> 156 (delta: 0.016667) +INFO: Idle Animation - Frame: 156 (was 156) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 156 -> 158 (delta: 0.016667) +INFO: Idle Animation - Frame: 158 (was 158) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 158 -> 160 (delta: 0.016667) +INFO: Idle Animation - Frame: 160 (was 160) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 160 -> 162 (delta: 0.016667) +INFO: Idle Animation - Frame: 162 (was 162) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 162 -> 164 (delta: 0.016667) +INFO: Idle Animation - Frame: 164 (was 164) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 164 -> 166 (delta: 0.016667) +INFO: Idle Animation - Frame: 166 (was 166) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 166 -> 168 (delta: 0.016667) +INFO: Idle Animation - Frame: 168 (was 168) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 168 -> 170 (delta: 0.016667) +INFO: Idle Animation - Frame: 170 (was 170) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 170 -> 172 (delta: 0.016667) +INFO: Idle Animation - Frame: 172 (was 172) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 172 -> 174 (delta: 0.016668) +INFO: Idle Animation - Frame: 174 (was 174) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 174 -> 176 (delta: 0.016667) +INFO: Idle Animation - Frame: 176 (was 176) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 176 -> 178 (delta: 0.016667) +INFO: Idle Animation - Frame: 178 (was 178) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 178 -> 180 (delta: 0.016667) +INFO: Idle Animation - Frame: 180 (was 180) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 180 -> 182 (delta: 0.016667) +INFO: Idle Animation - Frame: 182 (was 182) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 182 -> 184 (delta: 0.016667) +INFO: Idle Animation - Frame: 184 (was 184) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 184 -> 186 (delta: 0.016667) +INFO: Idle Animation - Frame: 186 (was 186) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 186 -> 188 (delta: 0.016667) +INFO: Idle Animation - Frame: 188 (was 188) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 188 -> 190 (delta: 0.016667) +INFO: Idle Animation - Frame: 190 (was 190) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 190 -> 192 (delta: 0.016667) +INFO: Idle Animation - Frame: 192 (was 192) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 192 -> 194 (delta: 0.016667) +INFO: Idle Animation - Frame: 194 (was 194) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 194 -> 196 (delta: 0.016667) +INFO: Idle Animation - Frame: 196 (was 196) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 196 -> 198 (delta: 0.016667) +INFO: Idle Animation - Frame: 198 (was 198) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 198 -> 200 (delta: 0.016667) +INFO: Idle Animation - Frame: 200 (was 200) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 200 -> 202 (delta: 0.016667) +INFO: Idle Animation - Frame: 202 (was 202) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 202 -> 204 (delta: 0.016667) +INFO: Idle Animation - Frame: 204 (was 204) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 204 -> 206 (delta: 0.016667) +INFO: Idle Animation - Frame: 206 (was 206) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 206 -> 208 (delta: 0.016667) +INFO: Idle Animation - Frame: 208 (was 208) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 208 -> 210 (delta: 0.016667) +INFO: Idle Animation - Frame: 210 (was 210) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 210 -> 212 (delta: 0.016667) +INFO: Idle Animation - Frame: 212 (was 212) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 212 -> 214 (delta: 0.016667) +INFO: Idle Animation - Frame: 214 (was 214) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 214 -> 216 (delta: 0.016667) +INFO: Idle Animation - Frame: 216 (was 216) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 216 -> 218 (delta: 0.016667) +INFO: Idle Animation - Frame: 218 (was 218) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 218 -> 220 (delta: 0.016667) +INFO: Idle Animation - Frame: 220 (was 220) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 220 -> 222 (delta: 0.016667) +INFO: Idle Animation - Frame: 222 (was 222) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 222 -> 224 (delta: 0.016667) +INFO: Idle Animation - Frame: 224 (was 224) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 224 -> 226 (delta: 0.016667) +INFO: Idle Animation - Frame: 226 (was 226) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 226 -> 228 (delta: 0.016667) +INFO: Idle Animation - Frame: 228 (was 228) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 228 -> 230 (delta: 0.016667) +INFO: Idle Animation - Frame: 230 (was 230) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 230 -> 232 (delta: 0.016667) +INFO: Idle Animation - Frame: 232 (was 232) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 232 -> 234 (delta: 0.016667) +INFO: Idle Animation - Frame: 234 (was 234) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 234 -> 236 (delta: 0.016667) +INFO: Idle Animation - Frame: 236 (was 236) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 236 -> 238 (delta: 0.016667) +INFO: Idle Animation wrapped around +INFO: Idle Animation - Frame: 0 (was 238) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 0 -> 2 (delta: 0.016667) +INFO: Idle Animation - Frame: 2 (was 2) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 2 -> 4 (delta: 0.016667) +INFO: Idle Animation - Frame: 4 (was 4) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 4 -> 6 (delta: 0.016667) +INFO: Idle Animation - Frame: 6 (was 6) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 6 -> 8 (delta: 0.016667) +INFO: Idle Animation - Frame: 8 (was 8) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 8 -> 10 (delta: 0.016667) +INFO: Idle Animation - Frame: 10 (was 10) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 10 -> 12 (delta: 0.016667) +INFO: Idle Animation - Frame: 12 (was 12) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 12 -> 14 (delta: 0.016667) +INFO: Idle Animation - Frame: 14 (was 14) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 14 -> 16 (delta: 0.016667) +INFO: Idle Animation - Frame: 16 (was 16) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 16 -> 18 (delta: 0.016667) +INFO: Idle Animation - Frame: 18 (was 18) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 18 -> 20 (delta: 0.016667) +INFO: Idle Animation - Frame: 20 (was 20) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 20 -> 22 (delta: 0.016667) +INFO: Idle Animation - Frame: 22 (was 22) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 22 -> 24 (delta: 0.016667) +INFO: Idle Animation - Frame: 24 (was 24) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 24 -> 26 (delta: 0.016667) +INFO: Idle Animation - Frame: 26 (was 26) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 26 -> 28 (delta: 0.016667) +INFO: Idle Animation - Frame: 28 (was 28) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 28 -> 30 (delta: 0.016667) +INFO: Idle Animation - Frame: 30 (was 30) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 30 -> 32 (delta: 0.016667) +INFO: Idle Animation - Frame: 32 (was 32) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 32 -> 34 (delta: 0.016667) +INFO: Idle Animation - Frame: 34 (was 34) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 34 -> 36 (delta: 0.016667) +INFO: Idle Animation - Frame: 36 (was 36) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 36 -> 38 (delta: 0.016667) +INFO: Idle Animation - Frame: 38 (was 38) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 38 -> 40 (delta: 0.016667) +INFO: Idle Animation - Frame: 40 (was 40) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 40 -> 42 (delta: 0.016667) +INFO: Idle Animation - Frame: 42 (was 42) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 42 -> 44 (delta: 0.016667) +INFO: Idle Animation - Frame: 44 (was 44) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 44 -> 46 (delta: 0.016667) +INFO: Idle Animation - Frame: 46 (was 46) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 46 -> 48 (delta: 0.016667) +INFO: Idle Animation - Frame: 48 (was 48) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 48 -> 50 (delta: 0.016667) +INFO: Idle Animation - Frame: 50 (was 50) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 50 -> 52 (delta: 0.016667) +INFO: Idle Animation - Frame: 52 (was 52) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 52 -> 54 (delta: 0.016667) +INFO: Idle Animation - Frame: 54 (was 54) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 54 -> 56 (delta: 0.016667) +INFO: Idle Animation - Frame: 56 (was 56) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 56 -> 58 (delta: 0.016667) +INFO: Idle Animation - Frame: 58 (was 58) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 58 -> 60 (delta: 0.016667) +INFO: Idle Animation - Frame: 60 (was 60) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 60 -> 62 (delta: 0.016667) +INFO: Idle Animation - Frame: 62 (was 62) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 62 -> 64 (delta: 0.016668) +INFO: Idle Animation - Frame: 64 (was 64) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 64 -> 66 (delta: 0.016668) +INFO: Idle Animation - Frame: 66 (was 66) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 66 -> 68 (delta: 0.016667) +INFO: Idle Animation - Frame: 68 (was 68) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 68 -> 70 (delta: 0.016668) +INFO: Idle Animation - Frame: 70 (was 70) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 70 -> 72 (delta: 0.016667) +INFO: Idle Animation - Frame: 72 (was 72) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 72 -> 74 (delta: 0.016668) +INFO: Idle Animation - Frame: 74 (was 74) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 74 -> 76 (delta: 0.016668) +INFO: Idle Animation - Frame: 76 (was 76) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 76 -> 78 (delta: 0.016667) +INFO: Idle Animation - Frame: 78 (was 78) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 78 -> 80 (delta: 0.016667) +INFO: Idle Animation - Frame: 80 (was 80) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 80 -> 82 (delta: 0.016667) +INFO: Idle Animation - Frame: 82 (was 82) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 82 -> 84 (delta: 0.016667) +INFO: Idle Animation - Frame: 84 (was 84) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 84 -> 86 (delta: 0.016667) +INFO: Idle Animation - Frame: 86 (was 86) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 86 -> 88 (delta: 0.016668) +INFO: Idle Animation - Frame: 88 (was 88) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 88 -> 90 (delta: 0.016668) +INFO: Idle Animation - Frame: 90 (was 90) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 90 -> 92 (delta: 0.016667) +INFO: Idle Animation - Frame: 92 (was 92) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 92 -> 94 (delta: 0.016667) +INFO: Idle Animation - Frame: 94 (was 94) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 94 -> 96 (delta: 0.016667) +INFO: Idle Animation - Frame: 96 (was 96) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 96 -> 98 (delta: 0.016667) +INFO: Idle Animation - Frame: 98 (was 98) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 98 -> 100 (delta: 0.016667) +INFO: Idle Animation - Frame: 100 (was 100) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 100 -> 102 (delta: 0.016667) +INFO: Idle Animation - Frame: 102 (was 102) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 102 -> 104 (delta: 0.016667) +INFO: Idle Animation - Frame: 104 (was 104) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 104 -> 106 (delta: 0.016667) +INFO: Idle Animation - Frame: 106 (was 106) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 106 -> 108 (delta: 0.016668) +INFO: Idle Animation - Frame: 108 (was 108) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 108 -> 110 (delta: 0.016668) +INFO: Idle Animation - Frame: 110 (was 110) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 110 -> 112 (delta: 0.016667) +INFO: Idle Animation - Frame: 112 (was 112) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 112 -> 114 (delta: 0.016667) +INFO: Idle Animation - Frame: 114 (was 114) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 114 -> 116 (delta: 0.016667) +INFO: Idle Animation - Frame: 116 (was 116) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 116 -> 118 (delta: 0.016667) +INFO: Idle Animation - Frame: 118 (was 118) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 118 -> 120 (delta: 0.016667) +INFO: Idle Animation - Frame: 120 (was 120) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 120 -> 122 (delta: 0.016667) +INFO: Idle Animation - Frame: 122 (was 122) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 122 -> 124 (delta: 0.016667) +INFO: Idle Animation - Frame: 124 (was 124) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 124 -> 126 (delta: 0.016667) +INFO: Idle Animation - Frame: 126 (was 126) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 126 -> 128 (delta: 0.016667) +INFO: Idle Animation - Frame: 128 (was 128) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle frame update: 128 -> 130 (delta: 0.016667) +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: Idle Animation - Frame: 130 (was 130) / 238, Bones: 24 +INFO: Idle FramePoses available +INFO: TEXTURE: [ID 2] Unloaded texture data from VRAM (GPU) +INFO: SHADER: [ID 3] Default shader unloaded successfully +INFO: TEXTURE: [ID 1] Default texture unloaded successfully +INFO: Window closed successfully diff --git a/game/game.go b/game/game.go index 5c4f001..3f82b45 100644 --- a/game/game.go +++ b/game/game.go @@ -68,17 +68,14 @@ func (g *Game) Update(deltaTime float32) { return } - // Assign model based on player ID - modelIndex := int(playerID) % len(g.Models) g.Player = &types.Player{ Speed: 50.0, TargetPath: []types.Tile{}, UserData: g, QuitDone: make(chan struct{}), ID: playerID, - Model: g.Models[modelIndex].Model, - Texture: g.Models[modelIndex].Texture, } + g.AssignModelToPlayer(g.Player) go network.HandleServerCommunication(conn, playerID, g.Player, g.OtherPlayers, g.QuitChan) g.isLoggedIn = true @@ -163,8 +160,26 @@ func (g *Game) DrawPlayer(player *types.Player, model rl.Model) { Z: player.PosActual.Z, } + if player.ID%int32(len(g.Models)) == 0 { + modelAsset := g.Models[0] + + // Check if model has animations + if modelAsset.Animations.Idle != nil || modelAsset.Animations.Walk != nil { + if player.IsMoving && len(modelAsset.Animations.Walk) > 0 { + anim := modelAsset.Animations.Walk[0] // Use first walk animation + player.AnimationFrame = player.AnimationFrame % anim.FrameCount + rl.UpdateModelAnimation(model, anim, player.AnimationFrame) + } else if len(modelAsset.Animations.Idle) > 0 { + anim := modelAsset.Animations.Idle[0] // Use first idle animation + player.AnimationFrame = player.AnimationFrame % anim.FrameCount + rl.UpdateModelAnimation(model, anim, player.AnimationFrame) + } + } + } + rl.DrawModel(model, playerPos, 16, rl.White) + // Draw floating messages and path indicators if player.FloatingMessage != nil { screenPos := rl.GetWorldToScreen(rl.Vector3{ X: playerPos.X, @@ -207,12 +222,9 @@ func (g *Game) Render() { rl.BeginMode3D(g.Camera) g.DrawMap() g.DrawPlayer(g.Player, g.Player.Model) - for id, other := range g.OtherPlayers { + for _, other := range g.OtherPlayers { if other.Model.Meshes == nil { - // Assign model based on player ID for consistency - modelIndex := int(id) % len(g.Models) - other.Model = g.Models[modelIndex].Model - other.Texture = g.Models[modelIndex].Texture + g.AssignModelToPlayer(other) } g.DrawPlayer(other, other.Model) } @@ -352,3 +364,12 @@ func (g *Game) Shutdown() { func (g *Game) HandleServerMessages(messages []*pb.ChatMessage) { g.Chat.HandleServerMessages(messages) } + +func (g *Game) AssignModelToPlayer(player *types.Player) { + modelIndex := int(player.ID) % len(g.Models) + modelAsset := g.Models[modelIndex] + + // Just use the original model - don't try to copy it + player.Model = modelAsset.Model + player.Texture = modelAsset.Texture +} diff --git a/resources/models/biped/Animation_Idle_withSkin.glb b/resources/models/biped/Animation_Idle_withSkin.glb new file mode 100644 index 0000000..f5dff3a Binary files /dev/null and b/resources/models/biped/Animation_Idle_withSkin.glb differ diff --git a/resources/models/biped/Animation_Running_withSkin.glb b/resources/models/biped/Animation_Running_withSkin.glb new file mode 100644 index 0000000..f9bca2d Binary files /dev/null and b/resources/models/biped/Animation_Running_withSkin.glb differ diff --git a/resources/models/biped/Animation_Unsteady_Walk_withSkin.glb b/resources/models/biped/Animation_Unsteady_Walk_withSkin.glb new file mode 100644 index 0000000..49bed5b Binary files /dev/null and b/resources/models/biped/Animation_Unsteady_Walk_withSkin.glb differ diff --git a/resources/models/biped/Animation_Walking_withSkin.glb b/resources/models/biped/Animation_Walking_withSkin.glb new file mode 100644 index 0000000..ee576ed Binary files /dev/null and b/resources/models/biped/Animation_Walking_withSkin.glb differ diff --git a/segfault.txt b/segfault.txt new file mode 100644 index 0000000..ebd5114 --- /dev/null +++ b/segfault.txt @@ -0,0 +1,245 @@ +INFO: Initializing raylib 5.5 +INFO: Platform backend: DESKTOP (GLFW) +INFO: Supported raylib modules: +INFO: > rcore:..... loaded (mandatory) +INFO: > rlgl:...... loaded (mandatory) +INFO: > rshapes:... loaded (optional) +INFO: > rtextures:. loaded (optional) +INFO: > rtext:..... loaded (optional) +INFO: > rmodels:... loaded (optional) +INFO: > raudio:.... loaded (optional) +INFO: DISPLAY: Device initialized successfully +INFO: > Display size: 1920 x 1080 +INFO: > Screen size: 1024 x 768 +INFO: > Render size: 1024 x 768 +INFO: > Viewport offsets: 0, 0 +INFO: GLAD: OpenGL extensions loaded successfully +INFO: GL: Supported extensions count: 390 +INFO: GL: OpenGL device information: +INFO: > Vendor: NVIDIA Corporation +INFO: > Renderer: NVIDIA GeForce GTX 1070/PCIe/SSE2 +INFO: > Version: 3.3.0 NVIDIA 565.77 +INFO: > GLSL: 3.30 NVIDIA via Cg compiler +INFO: GL: VAO extension detected, VAO functions loaded successfully +INFO: GL: NPOT textures extension detected, full NPOT textures supported +INFO: GL: DXT compressed textures supported +INFO: GL: ETC2/EAC compressed textures supported +INFO: PLATFORM: DESKTOP (GLFW - X11): Initialized successfully +INFO: TEXTURE: [ID 1] Texture loaded successfully (1x1 | R8G8B8A8 | 1 mipmaps) +INFO: TEXTURE: [ID 1] Default texture loaded successfully +INFO: SHADER: [ID 1] Vertex shader compiled successfully +INFO: SHADER: [ID 2] Fragment shader compiled successfully +INFO: SHADER: [ID 3] Program shader loaded successfully +INFO: SHADER: [ID 3] Default shader loaded successfully +INFO: RLGL: Render batch vertex buffers loaded successfully in RAM (CPU) +INFO: RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU) +INFO: RLGL: Default OpenGL state initialized successfully +INFO: TEXTURE: [ID 2] Texture loaded successfully (128x128 | GRAY_ALPHA | 1 mipmaps) +INFO: FONT: Default font loaded successfully (224 glyphs) +INFO: SYSTEM: Working Directory: /home/bd/Projects/go/goonscape +INFO: AUDIO: Device initialized successfully +INFO: > Backend: miniaudio | PulseAudio +INFO: > Format: 32-bit IEEE Floating Point -> 32-bit Signed Integer +INFO: > Channels: 2 -> 2 +INFO: > Sample rate: 48000 -> 48000 +INFO: > Periods size: 3600 +INFO: TIMER: Target time per frame: 16.667 milliseconds +INFO: FILEIO: [resources/models/goonion.obj] Text file loaded successfully +INFO: FILEIO: [goonion.png] File loaded successfully +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 3] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: VAO: [ID 2] Mesh uploaded successfully to VRAM (GPU) +WARNING: VAO: [ID 2] Trying to re-load an already loaded mesh +INFO: FILEIO: [resources/models/goonion.png] File loaded successfully +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 4] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: FILEIO: [resources/models/biped/Animation_Unsteady_Walk_withSkin.glb] File loaded successfully +INFO: MODEL: [resources/models/biped/Animation_Unsteady_Walk_withSkin.glb] Loaded animation: Armature|Unsteady_Walk|baselayer (177 frames, 3.000000s) +INFO: FILEIO: [resources/models/coomer.obj] Text file loaded successfully +INFO: FILEIO: [coomer.png] File loaded successfully +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 5] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: VAO: [ID 3] Mesh uploaded successfully to VRAM (GPU) +WARNING: VAO: [ID 3] Trying to re-load an already loaded mesh +INFO: FILEIO: [resources/models/coomer.png] File loaded successfully +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 6] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: FILEIO: [resources/models/shreke.obj] Text file loaded successfully +INFO: FILEIO: [shreke.png] File loaded successfully +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 7] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: VAO: [ID 4] Mesh uploaded successfully to VRAM (GPU) +WARNING: VAO: [ID 4] Trying to re-load an already loaded mesh +INFO: FILEIO: [resources/models/shreke.png] File loaded successfully +INFO: IMAGE: Data loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: TEXTURE: [ID 8] Texture loaded successfully (2048x2048 | R8G8B8 | 1 mipmaps) +INFO: STREAM: Initialized successfully (48000 Hz, 32 bit, Stereo) +INFO: FILEIO: [resources/audio/GoonScape2.mp3] Music file loaded successfully +INFO: > Sample rate: 48000 Hz +INFO: > Sample size: 32 bits +INFO: > Channels: 2 (Stereo) +INFO: > Total frames: 3487104 +2025/01/20 12:28:12 Connected to server. Authenticating... +2025/01/20 12:28:12 Successfully authenticated with player ID: 6 +Clicked: 2, 1 +Path found: [{5 1 1 true} {4 1 5 true} {3 1 4 true} {2 1 3 true}] +SIGSEGV: segmentation violation +PC=0x69da90 m=0 sigcode=1 addr=0x0 +signal arrived during cgo execution + +goroutine 1 gp=0xc0000061c0 m=0 mp=0x991ca0 [syscall, locked to thread]: +runtime.cgocall(0x5ef7f0, 0xc00002b858) + /usr/lib/go/src/runtime/cgocall.go:167 +0x4b fp=0xc00002b830 sp=0xc00002b7f8 pc=0x46a0ab +github.com/gen2brain/raylib-go/raylib._Cfunc_UpdateModelAnimation({{0x3f800000, 0x0, 0x0, 0x0, 0x0, 0x3f800000, 0x0, 0x0, 0x0, 0x0, ...}, ...}, ...) + _cgo_gotypes.go:7298 +0x45 fp=0xc00002b858 sp=0xc00002b830 pc=0x4db8c5 +github.com/gen2brain/raylib-go/raylib.UpdateModelAnimation.func1(0x47731a?, 0x1000000?, 0x0) + /home/bd/.cache/go/mod/github.com/gen2brain/raylib-go/raylib@v0.0.0-20250109172833-6dbba4f81a9b/rmodels.go:613 +0x1a5 fp=0xc00002ba80 sp=0xc00002b858 pc=0x4dd265 +github.com/gen2brain/raylib-go/raylib.UpdateModelAnimation({{0x3f800000, 0x0, 0x0, 0x0, 0x0, 0x3f800000, 0x0, 0x0, 0x0, 0x0, ...}, ...}, ...) + /home/bd/.cache/go/mod/github.com/gen2brain/raylib-go/raylib@v0.0.0-20250109172833-6dbba4f81a9b/rmodels.go:613 +0x25 fp=0xc00002baa8 sp=0xc00002ba80 pc=0x4dd085 +gitea.boner.be/bdnugget/goonscape/game.(*Game).DrawPlayer(0xc0001a4000, 0xc0001de160, {{0x3f800000, 0x0, 0x0, 0x0, 0x0, 0x3f800000, 0x0, 0x0, ...}, ...}) + /home/bd/Projects/go/goonscape/game/game.go:172 +0x2d5 fp=0xc00002bc58 sp=0xc00002baa8 pc=0x5c5c95 +gitea.boner.be/bdnugget/goonscape/game.(*Game).Render(0xc0001a4000) + /home/bd/Projects/go/goonscape/game/game.go:221 +0x147 fp=0xc00002be00 sp=0xc00002bc58 pc=0x5c61e7 +main.main() + /home/bd/Projects/go/goonscape/main.go:55 +0x4ac fp=0xc00002bf50 sp=0xc00002be00 pc=0x5c924c +runtime.main() + /usr/lib/go/src/runtime/proc.go:272 +0x28b fp=0xc00002bfe0 sp=0xc00002bf50 pc=0x43c42b +runtime.goexit({}) + /usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc00002bfe8 sp=0xc00002bfe0 pc=0x4776c1 + +goroutine 2 gp=0xc000006c40 m=nil [force gc (idle)]: +runtime.gopark(0x0?, 0x0?, 0x0?, 0x0?, 0x0?) + /usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc000054fa8 sp=0xc000054f88 pc=0x46ff0e +runtime.goparkunlock(...) + /usr/lib/go/src/runtime/proc.go:430 +runtime.forcegchelper() + /usr/lib/go/src/runtime/proc.go:337 +0xb3 fp=0xc000054fe0 sp=0xc000054fa8 pc=0x43c773 +runtime.goexit({}) + /usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc000054fe8 sp=0xc000054fe0 pc=0x4776c1 +created by runtime.init.7 in goroutine 1 + /usr/lib/go/src/runtime/proc.go:325 +0x1a + +goroutine 3 gp=0xc000007180 m=nil [GC sweep wait]: +runtime.gopark(0x0?, 0x0?, 0x0?, 0x0?, 0x0?) + /usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc000055780 sp=0xc000055760 pc=0x46ff0e +runtime.goparkunlock(...) + /usr/lib/go/src/runtime/proc.go:430 +runtime.bgsweep(0xc00007e000) + /usr/lib/go/src/runtime/mgcsweep.go:277 +0x94 fp=0xc0000557c8 sp=0xc000055780 pc=0x427394 +runtime.gcenable.gowrap1() + /usr/lib/go/src/runtime/mgc.go:204 +0x25 fp=0xc0000557e0 sp=0xc0000557c8 pc=0x41baa5 +runtime.goexit({}) + /usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc0000557e8 sp=0xc0000557e0 pc=0x4776c1 +created by runtime.gcenable in goroutine 1 + /usr/lib/go/src/runtime/mgc.go:204 +0x66 + +goroutine 4 gp=0xc000007340 m=nil [GC scavenge wait]: +runtime.gopark(0xc00007e000?, 0x7b0098?, 0x1?, 0x0?, 0xc000007340?) + /usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc000055f78 sp=0xc000055f58 pc=0x46ff0e +runtime.goparkunlock(...) + /usr/lib/go/src/runtime/proc.go:430 +runtime.(*scavengerState).park(0x990ee0) + /usr/lib/go/src/runtime/mgcscavenge.go:425 +0x49 fp=0xc000055fa8 sp=0xc000055f78 pc=0x424dc9 +runtime.bgscavenge(0xc00007e000) + /usr/lib/go/src/runtime/mgcscavenge.go:653 +0x3c fp=0xc000055fc8 sp=0xc000055fa8 pc=0x42533c +runtime.gcenable.gowrap2() + /usr/lib/go/src/runtime/mgc.go:205 +0x25 fp=0xc000055fe0 sp=0xc000055fc8 pc=0x41ba45 +runtime.goexit({}) + /usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc000055fe8 sp=0xc000055fe0 pc=0x4776c1 +created by runtime.gcenable in goroutine 1 + /usr/lib/go/src/runtime/mgc.go:205 +0xa5 + +goroutine 5 gp=0xc000007c00 m=nil [finalizer wait]: +runtime.gopark(0x0?, 0x0?, 0x0?, 0x0?, 0x0?) + /usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc000056620 sp=0xc000056600 pc=0x46ff0e +runtime.runfinq() + /usr/lib/go/src/runtime/mfinal.go:193 +0x107 fp=0xc0000567e0 sp=0xc000056620 pc=0x41ab27 +runtime.goexit({}) + /usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc0000567e8 sp=0xc0000567e0 pc=0x4776c1 +created by runtime.createfing in goroutine 1 + /usr/lib/go/src/runtime/mfinal.go:163 +0x3d + +goroutine 6 gp=0xc000007dc0 m=nil [chan receive]: +runtime.gopark(0x6f63a0?, 0x0?, 0x48?, 0x69?, 0x986948?) + /usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc000054718 sp=0xc0000546f8 pc=0x46ff0e +runtime.chanrecv(0xc00008a0e0, 0x0, 0x1) + /usr/lib/go/src/runtime/chan.go:639 +0x41c fp=0xc000054790 sp=0xc000054718 pc=0x40bb1c +runtime.chanrecv1(0x43c5c0?, 0xc000054776?) + /usr/lib/go/src/runtime/chan.go:489 +0x12 fp=0xc0000547b8 sp=0xc000054790 pc=0x40b6f2 +runtime.unique_runtime_registerUniqueMapCleanup.func1(...) + /usr/lib/go/src/runtime/mgc.go:1781 +runtime.unique_runtime_registerUniqueMapCleanup.gowrap1() + /usr/lib/go/src/runtime/mgc.go:1784 +0x2f fp=0xc0000547e0 sp=0xc0000547b8 pc=0x41eacf +runtime.goexit({}) + /usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc0000547e8 sp=0xc0000547e0 pc=0x4776c1 +created by unique.runtime_registerUniqueMapCleanup in goroutine 1 + /usr/lib/go/src/runtime/mgc.go:1779 +0x96 + +goroutine 20 gp=0xc0001b8000 m=nil [IO wait]: +runtime.gopark(0xc0000bdad0?, 0x55fcb8?, 0x8?, 0xaa?, 0xb?) + /usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc0000bda68 sp=0xc0000bda48 pc=0x46ff0e +runtime.netpollblock(0x4b0778?, 0x408f46?, 0x0?) + /usr/lib/go/src/runtime/netpoll.go:575 +0xf7 fp=0xc0000bdaa0 sp=0xc0000bda68 pc=0x434fd7 +internal/poll.runtime_pollWait(0x7094ad4a5680, 0x72) + /usr/lib/go/src/runtime/netpoll.go:351 +0x85 fp=0xc0000bdac0 sp=0xc0000bdaa0 pc=0x46f205 +internal/poll.(*pollDesc).wait(0xc0001e2080?, 0xc0000d2000?, 0x0) + /usr/lib/go/src/internal/poll/fd_poll_runtime.go:84 +0x27 fp=0xc0000bdae8 sp=0xc0000bdac0 pc=0x4bf127 +internal/poll.(*pollDesc).waitRead(...) + /usr/lib/go/src/internal/poll/fd_poll_runtime.go:89 +internal/poll.(*FD).Read(0xc0001e2080, {0xc0000d2000, 0x1000, 0x1000}) + /usr/lib/go/src/internal/poll/fd_unix.go:165 +0x27a fp=0xc0000bdb80 sp=0xc0000bdae8 pc=0x4bfa5a +net.(*netFD).Read(0xc0001e2080, {0xc0000d2000?, 0xc0000961e0?, 0x2710?}) + /usr/lib/go/src/net/fd_posix.go:55 +0x25 fp=0xc0000bdbc8 sp=0xc0000bdb80 pc=0x5ae0c5 +net.(*conn).Read(0xc0001b4030, {0xc0000d2000?, 0x10000000006?, 0xc0001a7b00?}) + /usr/lib/go/src/net/net.go:189 +0x45 fp=0xc0000bdc10 sp=0xc0000bdbc8 pc=0x5b6345 +net.(*TCPConn).Read(0x7094f4718a68?, {0xc0000d2000?, 0xedf202a1b?, 0x990e60?}) + :1 +0x25 fp=0xc0000bdc40 sp=0xc0000bdc10 pc=0x5c0c05 +bufio.(*Reader).Read(0xc0000802a0, {0xc0001a7b0c, 0x4, 0x471809?}) + /usr/lib/go/src/bufio/bufio.go:241 +0x197 fp=0xc0000bdc78 sp=0xc0000bdc40 pc=0x4d93b7 +io.ReadAtLeast({0x7b2640, 0xc0000802a0}, {0xc0001a7b0c, 0x4, 0x4}, 0x4) + /usr/lib/go/src/io/io.go:335 +0x90 fp=0xc0000bdcc0 sp=0xc0000bdc78 pc=0x4aaa10 +io.ReadFull(...) + /usr/lib/go/src/io/io.go:354 +gitea.boner.be/bdnugget/goonscape/network.HandleServerCommunication({0x7b4bb8, 0xc0001b4030}, 0x6, 0xc0001de160, 0xc000194000, 0xc0001a0000) + /home/bd/Projects/go/goonscape/network/network.go:166 +0x412 fp=0xc0000bdfa0 sp=0xc0000bdcc0 pc=0x5c27b2 +gitea.boner.be/bdnugget/goonscape/game.(*Game).Update.gowrap1() + /home/bd/Projects/go/goonscape/game/game.go:80 +0x33 fp=0xc0000bdfe0 sp=0xc0000bdfa0 pc=0x5c57d3 +runtime.goexit({}) + /usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc0000bdfe8 sp=0xc0000bdfe0 pc=0x4776c1 +created by gitea.boner.be/bdnugget/goonscape/game.(*Game).Update in goroutine 1 + /home/bd/Projects/go/goonscape/game/game.go:80 +0x45e + +goroutine 7 gp=0xc0000c6380 m=nil [select]: +runtime.gopark(0xc000050f80?, 0x2?, 0x0?, 0x0?, 0xc000050f10?) + /usr/lib/go/src/runtime/proc.go:424 +0xce fp=0xc000050db0 sp=0xc000050d90 pc=0x46ff0e +runtime.selectgo(0xc000050f80, 0xc000050f0c, 0x0?, 0x0, 0x0?, 0x1) + /usr/lib/go/src/runtime/select.go:335 +0x7a5 fp=0xc000050ed8 sp=0xc000050db0 pc=0x44e2a5 +gitea.boner.be/bdnugget/goonscape/network.HandleServerCommunication.func1() + /home/bd/Projects/go/goonscape/network/network.go:108 +0xb2 fp=0xc000050fe0 sp=0xc000050ed8 pc=0x5c3492 +runtime.goexit({}) + /usr/lib/go/src/runtime/asm_amd64.s:1700 +0x1 fp=0xc000050fe8 sp=0xc000050fe0 pc=0x4776c1 +created by gitea.boner.be/bdnugget/goonscape/network.HandleServerCommunication in goroutine 20 + /home/bd/Projects/go/goonscape/network/network.go:106 +0x3bd + +rax 0x0 +rbx 0x0 +rcx 0x0 +rdx 0x0 +rdi 0x13ee9800 +rsi 0xb1 +rbp 0x13bd6580 +rsp 0x7ffc9d661890 +r8 0x140baba0 +r9 0x0 +r10 0x0 +r11 0x0 +r12 0x13bd1f20 +r13 0x744e4 +r14 0x4d898 +r15 0x26c4c +rip 0x69da90 +rflags 0x10246 +cs 0x33 +fs 0x0 +gs 0x0 +exit status 2 diff --git a/types/player.go b/types/player.go index 25abe7f..747e39f 100644 --- a/types/player.go +++ b/types/player.go @@ -19,6 +19,33 @@ func (p *Player) MoveTowards(target Tile, deltaTime float32, mapGrid [][]Tile) { direction := rl.Vector3Subtract(targetPos, p.PosActual) distance := rl.Vector3Length(direction) + + if distance > 1.0 { + wasMoving := p.IsMoving + p.IsMoving = true + + if !wasMoving { + p.AnimationFrame = 0 + } + + oldFrame := p.AnimationFrame + p.AnimationFrame += int32(deltaTime * 60) + rl.TraceLog(rl.LogInfo, "Walk frame update: %d -> %d (delta: %f)", + oldFrame, p.AnimationFrame, deltaTime) + } else { + wasMoving := p.IsMoving + p.IsMoving = false + + if wasMoving { + p.AnimationFrame = 0 + } + + oldFrame := p.AnimationFrame + p.AnimationFrame += int32(deltaTime * 60) + rl.TraceLog(rl.LogInfo, "Idle frame update: %d -> %d (delta: %f)", + oldFrame, p.AnimationFrame, deltaTime) + } + if distance > 0 { direction = rl.Vector3Scale(direction, p.Speed*deltaTime/distance) } @@ -41,9 +68,12 @@ func NewPlayer(state *pb.PlayerState) *Player { Y: float32(state.Y * TileHeight), Z: float32(state.Y * TileSize), }, - PosTile: Tile{X: int(state.X), Y: int(state.Y)}, - Speed: 50.0, - ID: state.PlayerId, + PosTile: Tile{X: int(state.X), Y: int(state.Y)}, + Speed: 50.0, + ID: state.PlayerId, + IsMoving: false, + AnimationFrame: 0, + LastAnimUpdate: time.Now(), } } diff --git a/types/types.go b/types/types.go index 3598281..c747b59 100644 --- a/types/types.go +++ b/types/types.go @@ -26,15 +26,29 @@ type Player struct { ID int32 CurrentTick int64 LastUpdateTime time.Time + LastAnimUpdate time.Time InterpolationProgress float32 UserData interface{} FloatingMessage *FloatingMessage QuitDone chan struct{} + AnimationFrame int32 + IsMoving bool +} + +type AnimationSet struct { + Idle []rl.ModelAnimation + Walk []rl.ModelAnimation + // Can add more animation types later like: + // Attack []ModelAnimation + // Jump []ModelAnimation } type ModelAsset struct { - Model rl.Model - Texture rl.Texture2D + Model rl.Model + Texture rl.Texture2D + Animation []rl.ModelAnimation // Keep this for compatibility + AnimFrames int32 // Keep this for compatibility + Animations AnimationSet // New field for organized animations } type ChatMessage struct {