Game Development Community

Non-look/arm Blend Animations

by Will Hankinson · in Artist Corner · 10/23/2006 (8:00 am) · 2 replies

Based on player performance, I want to make a peripheral object either sag or lift up. I have a blend animation that contains the full gamut of motion from perky to droopy, but for the life of me I can't figure out how to set it in-game. I've attached the blend animation to the look sequence to test that it works properly (it does), but how do I set a non-look/arm blend sequence's position with code?

Preferably with scripting, but I have a license so I can make engine changes if need be. Thanks for any help!

#1
03/01/2010 (7:51 am)
did you ever get this working?
#2
03/01/2010 (2:18 pm)
setPos(), I think. Basically the same way the look animations are set in the engine. Doing this from script...not sure how that would work. You could play around w/ the play, pause functions available w/ playActionThread(), or setActionThread() (one or the other, not sure of the exact name right now) but I think your best bet would be to modify the engine a bit. Only problem is you wouldn't know what position to set the seq to, unless you knew, for example, that 0.5 thru the anim was normal, 0.0 was perky, and 1.0 was complete sag. Then you could possibly pass a var between 0.0 and 1.0 to a void that could gradually transition from the curPos of the anim to the requested pos of the anim. Or you could just alter the current updatelookanim void by adding another pos to set i.e. the sag anim based off of a datablock var or global var. Or you could create a transitionAnimationComponent and....wait, nevermind, thats TorqueX.