MActionAnimation.action == 511 ???
by John Klima · in Torque Game Engine · 04/11/2006 (11:39 am) · 0 replies
Hi all!
i have a custom player geometry i'm trying to use in stock 1.4. as far as i know i have all required joints, and base animations. when i load, i crash because when i get here, mActionAnimation.action == 511. if i wrap the code in an if as below, no prob of course. but what am i missing to cause mActionAnimation.action to be at its max value when ->actionCount == 9 ?? am i missing some base animations?
any ideas?
thanks,
j
i have a custom player geometry i'm trying to use in stock 1.4. as far as i know i have all required joints, and base animations. when i load, i crash because when i get here, mActionAnimation.action == 511. if i wrap the code in an if as below, no prob of course. but what am i missing to cause mActionAnimation.action to be at its max value when ->actionCount == 9 ?? am i missing some base animations?
//if(mActionAnimation.action < mDataBlock->actionCount){
S32 seq = mDataBlock->actionList[mActionAnimation.action].sequence;
F32 pos = mShapeInstance->getPos(mActionAnimation.thread);
mShapeInstance->setTimeScale(mActionAnimation.thread, -sLandReverseScale);
mShapeInstance->transitionToSequence(mActionAnimation.thread,
seq, pos, sAnimationTransitionTime, true);
//}any ideas?
thanks,
j