Jump to content

Recommended Posts

Posted

Hi,

 

Im currently trying to add some animations i made to the game but i don´t get how to actually do it.

 

For now i made a new Race and set it as additive to the HumanRaceSubGraphData, added the path of my animation and created a keyword that is used in "ActorKeyword".

As Behaviorgraph i think i should use MTBeahvior, because its a running annimation ?

But what now ?

What else i have to do ?

And how is the animation triggered in game ? just when a Actor has the "ActorKeyword" ?

 

 

I would be glad if some could share some knowledge here...

Posted

Basically yes, when actually overriding an existing animation my animation is working.

But i fail to get the concept of adding it to the game without replaceing an existing animation.

Posted
You should check idle animations menu under gameplay in CK. Any animation is handled from there by condition checks. But I wasnt able to call external animation from there, try if you manage it, please let me know.
Posted (edited)

I already got animation to work with the IdleWindow method.

But i frequently read that there is a way to add them via the SubGraphData.

Edited by McGilberts
Posted
  On 10/23/2016 at 3:44 AM, shavkacagarikia said:

So how have you managed to get external animation working from idleanimations?

 

You´re adding an Entry to the RaiderRootBehavior under LOOSE give it an ID, set the Path to your animation and set AnimEvent to one of the dynamic ones (dyn_activation, dyn_activationLoop etc ).

Then you´re calling an Idle type Property filled with that object with " actor.PlayIdle(yourProperty) " via a Script ... et voila.

 

  On 10/23/2016 at 11:46 AM, steve40 said:

 

I was looking on that site for quite some time but haven´t read the most important thing... i haven´t named my animation correctly.

Now everything is working.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...