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Hi Mark,
you're using the wrong weightlist. Use "weightlist upperbody"
The two weightlists are defined as:
$weightlist upperbody "Valvebiped.bip01_spine" 1.0 "ValveBiped.Bip01_Pelvis"
0.0
$weightlist nolowerbody "Valvebiped.bip01_Pelvis" 1.0
"ValveBiped.Bip01_L_Thigh" 0.0 "ValveBiped.Bip01_R_Thigh" 0.0
notice the "upperbody" weightlist nullifies the chain starting from Pelvis.
This is important cuz the pelvis actually moves the legs.. depending on your
animation.
Anyways, nullifying the pelvis entirely fixes your problem..
You also might want to try using or creating a new weightlist. For example.
$Weightlist UpperbodyBlend {
"ValveBiped.Bip01_Pelvis" 0.0
"ValveBiped.Bip01_L_Thigh" 0.0
"ValveBiped.Bip01_R_Thigh" 0.0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 1.0
}
This weightlist will give you a smoother blend when combining two
animations.. Try this weightlist to see if it looks better.
BTW, you can test all of this stuff in HLModelViewer. You dont have to run
code.. Just go to HLMV, and go to the "sequence" tab.
and there are 5 pulldown boxes.
The first one is your main sequence.
The other 4 boxes, represent layers.
To test your run.. just select the main sequence to be your "run", and then
select the second box to be your "aim" layer. Then you need to move the
slider (that is next to the aim layer) all the way to the right. Now you can
see how it looks..
Much simpler than running the game and testing it in code. What you see in
HLMV is exactly how it will look in game.
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