Don't use playThread - implement your own threads for facial animations in the Player class (or whatever class you're using). The existing animation slots accessed by playThread are designed to be used as full-body animations, and may have unwanted side-effects, such as being cancelled whenever the character moves. You can add as many TSThread* pointers to an object as you like, and you could update them all using one network mask.
What I would do is make an identical copy of the playThread structure within the ShapeBase or Player class, but remaning everything to whatever you want your system to be called - like 'playFaceAnimation' or something. Then instead of 4 animations, add 25, and update them all in the same network mask bit in packUpdate/unpackUpdate. Once you've got that working the same way as playThread, you can add your own optimisations and features.
Torque Owner Daniel Buckmaster
T3D Steering Committee
What I would do is make an identical copy of the playThread structure within the ShapeBase or Player class, but remaning everything to whatever you want your system to be called - like 'playFaceAnimation' or something. Then instead of 4 animations, add 25, and update them all in the same network mask bit in packUpdate/unpackUpdate. Once you've got that working the same way as playThread, you can add your own optimisations and features.