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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