I've discovered this while debugging:

if you're blending between two sequences that are the exact same pose, you
will not attain that pose unless at least one of the two blendfactors is
at one ( feel free to try that in hlmv ).

Can anyone tell me how the blending works, and if it's possible to have it
working the way I'd expect ( e.g. 0.5 * sequence a + 0.5 * a sequence
identical to a = a. ).

Any insight in the animation blending process is appreciated.

Maarten



> The bottom one is probably at 0.6, but to eliminate all doubt:
>
> http://i336.photobucket.com/albums/n330/jfkeats/ol_testmap0041.jpg
>
> idle_, walk_ and lower_ are identical, the sum of their weights is 1, and
> still the blend is not 'complete', there's a part of jesus in there which
> causes the gap.
>
>> It doesn't look like the two sliders are both on 0.5: the top one is
>> further to the left than the bottom one.
>>
>> Maarten De Meyer wrote:
>>> Hi list!
>>>
>>> I'm trying to understand a blending problem. Simple question:
>>>
>>> http://i336.photobucket.com/albums/n330/jfkeats/problem.jpg
>>>
>>> In this setup, run_lower only affects the legs ( so the upper pose is
>>> Jesus, weightlists are at 0 for upper body ). run_upper_minigun and
>>> walk_upper_minigun are both a simple, correct pose ( correct being with
>>> the hand on the front handle ).
>>>
>>> Why is that, if they're both blended with weight 0.50, and the
>>> run_lower
>>> should have a weight of 0 for the upper body, I still have a
>>> gap/incorrect
>>> pose ( caused by some of the 'Jesus' pose still being blended in )? If
>>> the
>>> sum of their weights is 1.0, shouldn't the pose be exact? Ingame this
>>> translates in glitches when we start/stop running, other than that it's
>>> fine.
>>>
>>> Thanks for any insight,
>>>
>>> Maarten
>>>
>>>
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>>>
>>
>>
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>>
>
>
>
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