Hello. I'm doing some camera stuff in Source, where an entity will temporarily take control of the player's view for opening a door. We have a point_viewcontrol hooked up to a prop_dynamic which animates the camera from the prop's attachment point. This works perfectly fine. However, I wish to blend the current player view angles to the entity attachment's angles before the animation starts so it smoothly transitions from player view to point_viewcontrol view. The blend happens, but it blends to the wrong angles (0, 180, 0) My code is almost 100% identical to the blending code for the vehicle code which does perfectly blend the player view to the vehicle's attachment. It's placed in C_BasePlayer::CreateMove just above the vehicle blending code. My code: if (m_hViewEntityTest) { if (m_bBlendView == false) { m_bBlendView = true; m_flViewAngleDeltaTime = gpGlobals->curtime + 0.75; } C_BaseAnimating *pAttacher = m_hViewEntityTest->GetBaseAnimating(); if ( pAttacher ) { if ( m_flViewAngleDeltaTime > gpGlobals->curtime ) { // Blend the view angles. int eyeAttachmentIndex = pAttacher->LookupAttachment( "vehicle_driver_eyes" ); Vector vehicleEyeOrigin; QAngle vehicleEyeAngles; pAttacher->GetAttachmentLocal( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles ); QAngle outAngles; InterpolateAngles( pCmd->viewangles, vehicleEyeAngles, outAngles, 0.03 ); pCmd->viewangles = outAngles; engine->SetViewAngles( pCmd->viewangles); } } } Does anyone have any ideas why it is not blending to the prop's attachment angles? Thanks!James
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