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
>>>>
>>>>
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>>>>
>>>>
>>>>
>>>
>>>
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>>>
>>>
>>
>>
>>
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>>
>>
>
>
>
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