When playing an animation-cycle, not all bones are
animated correctly. Playing the same animation as an
action works fine.
Solution:
The problem is in file mixer.cpp, method updateSkeleton:
In the part where the animation cycles are updated (see
for "loop through all animation cycles"), some lines
down the for-loop must be
for (unsigned index = 0; index <
pSkeleton->getCoreSkeleton()->getVectorCoreBone().size();
++index)
instead of
for (unsigned index = 0; index < pose.size(); ++index)