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?
> ******
>
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>


--
Phil Bowens

He who is the greatest of warriors overcomes and subdues himself.

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