Game Development Community

How does player_looknw.dsq work?

by Spencer Boomhower · in Artist Corner · 10/16/2004 (7:26 pm) · 2 replies

Hi all,

I've made an animation to replace player_looknw, but when I put it in the game it doesn't work the way I'd expect it to. FYI, the animation player_looknw is the "look" animation for when the player has no weapon (nw).

At first I did my animation as a blend sequence, like all the other look animations, but that doesn't seem to do anything. So I tried exporting it as a non-blend animation, and that seems to affect the player's pose in-game, but even in the show tool it's not quite right. It seems to come out somewhere between the root animation (holding a weapon) and my player_looknw animation (hands at side). Basically, it just looks bad.

Any suggestions, or explanations of how this should work?

-Spencer

#1
10/17/2004 (3:19 am)
How are you using it for a transition. Do you go from root pose to look_NW? How many frames are you using? what are you animating upper and lower body or just upper? I suppose your scripts are ok?

The look animation is an animation that defines the a pose given a current state. Its supposed to not only define the pose but give the engine some guide for interpolating it.

Fill us in a bit.

Matt
#2
10/17/2004 (1:54 pm)
Hi Matthew,

I think I figured it out. Even though I'd set up other look animation blend sequences correctly, I failed to follow the same steps in the case of the looknw. Specifically, these blend sequences need frame 0 to be in the same pose as the root animation (player_root.dsq). I hadn't done that with looknw. Once I made frame 0 the root pose (and frame 1 the "no weapon" pose of course), all was well.

It did turn out that I needed to export it as a blend sequence also, in case anyone's curious.

Thanks for the reply!

-Spencer