Cannot get back to Root animation
by Dave Dunlap · in Artist Corner · 02/17/2005 (7:33 am) · 1 replies
I am having problems getting back to the root animation after I set the action of a player to another animation (i.e. run). I am not keying of any keyboard or mouse bindings. I use the following code to set the action:
bool Player::setActionThread(const char* sequence,bool hold,bool wait,bool fsp)
{
for (U32 i = 1; i < mDataBlock->actionCount; i++) {
PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
if (!dStricmp(anim.name,sequence)) {
setActionThread(i,true,hold,wait,fsp);
setMaskBits(ActionMask);
return true;
}
}
return false;
}
To set the back to the root animation I tried this:
void Player::setRootAction()
{
setActionThread(PlayerData::RootAnim,true, false, false, false, false);
setMaskBits(ActionMask);
}
But this does not set the action back to root. Any thoughts?
bool Player::setActionThread(const char* sequence,bool hold,bool wait,bool fsp)
{
for (U32 i = 1; i < mDataBlock->actionCount; i++) {
PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
if (!dStricmp(anim.name,sequence)) {
setActionThread(i,true,hold,wait,fsp);
setMaskBits(ActionMask);
return true;
}
}
return false;
}
To set the back to the root animation I tried this:
void Player::setRootAction()
{
setActionThread(PlayerData::RootAnim,true, false, false, false, false);
setMaskBits(ActionMask);
}
But this does not set the action back to root. Any thoughts?
Associate Kyle Carter
You might also try reposting this in one of the Torque forums. This post is far, far from where it should be to get answered.