Not using any new animations, just base hl2 npc ones, which our models are setup to refrence undecompiled the npc animation models. Decompiling them does not work because gestures do not decompile properly if there is more than one, plus other problems with the formatting of gesture blocks, etc. ----- Original Message ----- From: "Ryan Sheffer" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, November 15, 2007 1:39 AM Subject: Re: [hlcoders] Blending into and out of an animation using BaseAnimatingOverlay
Do your new animations have 'blend' in the qc? On Nov 14, 2007 9:24 PM, Christopher Harris <[EMAIL PROTECTED]> wrote:
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I have developed an emote system which works perfectly except that I am unable to figure out how to get my animations to blend in and out like you can do in model viewer by moving the slider. As it is now I am using BaseAnimatingOverlay functions. I have tried using the GestureAnimation function as well as a LayeredAnimation function. Neither have worked. For the LayeredAnimation I had to afterwards go through and get my animation layer that I added from the player and set it up to kill itself when finished and not loop, etc. I tried the blendin and blendout options but didnt affect anything I could see. The animations we use are a mix of animations from hl2. Some are gestures and others are just full body sequences. Thanks for your help Chris -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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