Last entry in what seems to be my monologue: well, I fixed it. Used only one sequence for idle_, walk_ and run_ upper, since they were identical, but more importantly, disabled the piece of code in the if ( ShouldBlendAimSequenceToIdle() ) loop in CBasePlayerAnimState::ComputeAimSequence(). That piece of code apparently should prevent the player getting all jiggly at slow speeds, but for me, it does the exact opposite; commenting it out fixes my issues.
Hope this helps anyone. If anyone understands why this is a fix, feel free to teach me :) > 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 >>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>> >>>> >>>> >>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

