-- [ Picked text/plain from multipart/alternative ] Blending animations is done in the QC when not using snap.
On 4/21/07, Skillet <[EMAIL PROTECTED]> wrote: > > -- > [ 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. > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~skidz -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

