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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