This is as far as I have gotten (before getting sidetracked), as well. I posted to this list a couple weeks ago describing this exact problem (there is a screenshot there showing your initial problem before this recent finding .. if you want to dig through your history or the archives).
Valve-- is there any timeframe when documentation regarding the animation layers will be posted? If this is a trivial feature, any pointers as to what we're missing? I understand there are more important things than SDK documentation but even a brief insight into what should be attempted would help us a long way. =) On Thu, 16 Dec 2004 17:31:23 -0600, Matthew Lewis <[EMAIL PROTECTED]> wrote: > Just a follow up listing what I've learned. It seems that the problem lies > with the call > to UpdateAimSequenceLayers(). Everything works so long as the upper animation > is doing > the same thing as the lower animation. For example, if the lower activity is > set to > ACT_RUN and the upper sequence is set to 'run_holding_all', then everything > works as > expected. However, if the lower activity is set to ACT_RUN and the upper is > set to > 'shoot_smg1', then the lower animation goes into the ragdoll mode and drags > the legs > across the floor. So it would seem that there is no way to combine a run > animation with > a shoot sequence since the shoot sequence is based on the model standing > still rather > than running. The same goes for trying to play a reload animation while > walking or > running. Is there is way to make the models work like they did in HL1 where > the upper > and lower animations were essentially indepedently settable, or do you just > not play > shoot and reload animations while moving? > > ***** > Well I tried the suggestions given by the Wavelength site, but as it > turns out, I had already made most of the recommended changes already, > except for blocking the rendering of the viewmodel in third person mode. > > After fighting with the problem some more, I finally got the the upper > body to render the correct animation, but despite my best efforts, the > lower body still refuses to accept the ACT_WALK animation. The lower > body is stuck in the ragdoll mode and just drags the legs and feet > across the floor during movement. I have also tried to brute force an > animation sequence onto the model by altering the "void > CBasePlayerAnimState::ComputeMainSequence()" such that it always selects > ACT_WALK as the ideal activity and selects "run_all" as the > 'animDesired'. It still refuses to accept the lower body animation. I'm > out of ideas. Any thoughts? > ****** > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Phil Bowens He who is the greatest of warriors overcomes and subdues himself. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders