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Fight animations replacing problem, my brain is leaking already :(


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Hi! For the beginning - sorry for my non-native English:)

Okay, so... I'm animating the player character via script OBSE command "ToggleSpecialAnim". All was going well until I've got to fight anims.

It seems that game engine, or something else, is trying to "mix" my own animations with the default ones. And it looks like this happens totally on random - there may go few my anims in a row, then one or two defaults, then my anims play again...

Here is TDT output for this magic:

 

http://image.prntscr.com/image/eb6c6c56a506406183e227a0b3e0d486.jpg - when game plays default animation

 

http://image.prntscr.com/image/d3dfe5b3f7254bf7b0331f08327ac809.jpg - when it plays my animation, as it should be always

Responsible animations are this four(for 1H weapons):

  1. onehandattackleft
  2. onehandattackleft_chop
  3. onehandattacright
  4. onehandattackright_chop

Trying to change/delete text keys a:R or a:L from anims done nothing to solve this issue(excepting breking my anims if deleted :smile:).

This happens only when standing; when character runs attacking - all work fine.

 

So, if somebody knows more about such mysticism, or just has any idea of it, please answer here about it:)

 

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UPD 29.07.2016

 

I found first "dependence" about this behaviour:
http://image.prntscr.com/image/4623c6b0808c4d9189ffeab02cc1d0f2.jpg

 

But now i can't figure out, what this "count" parameter actually is... Google finds only general descriptions of debug text.

 

=========================================================================================================================================================================

UPD 31.07.2016

I figured out that this "Count" means the count of armature bones, involved by animation file. So, this is useless thing for me:)

Edited by Vedamir
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