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Blending animations is done in the QC when not using snap.

On 4/21/07, Skillet <[EMAIL PROTECTED]> wrote:
>
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> [ Picked text/plain from multipart/alternative ]
> What's the best way to do animation blending from the code?
>
> Ultimately I want to blend the view model's animation from one frame of a
> sequence back towards the start frame of the idle sequence.  It's very
> simple to do that by playing with the sliders in HLMV, so I imagine it
> can't
> be too difficult to do in the SDK.
>
> I tried changing CBaseViewModel to inherit from CBaseAnimatingOverlay
> instead of CBaseAnimating then applying this code from my weapon's attack
> function on the server as a test:
> CBaseViewModel *pVM = ToBasePlayer(GetOwner())->GetViewModel();
> int iLayer = pVM->AddLayeredSequence( ACT_VM_IDLE, 0 );
> pVM->SetLayerWeight( iLayer, 0.5 );
>
> I expected that to make the animation half blended between the current
> sequence and the idle sequence, but nothing seemed to change.
> Does anyone have experience with this type of thing?
>
> Thanks.
> --
>
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~skidz
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