I'm out of ideas then. As long as the animation had blending rules in
the qc it always worked for us.
Sorry I couldn't be more helpful, someone else might know.

On Nov 14, 2007 10:48 PM, Christopher Harris <[EMAIL PROTECTED]> wrote:
> 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
> > --
> >
> >
> > _______________________________________________
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> >
> >
>
>
>
> --
> ~skidz
>
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--
~skidz

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