PlayThread/setArmThread anim interrupted when walk cycle begins
by Exopolis Production · in Technical Issues · 01/04/2007 (4:27 pm) · 2 replies
I have the following problem.
1) I have a (non-blended) dsq that moves the player's arm into 'holding-gun' position. I use playThread to activate the anim. The arm moves into 'holding-gun' position as expected.
2) I move the player forward. The walk cycle intrerupts the 'holding-gun' position at the beginning ONLY. i see the arm move through the walk-cycle animation, and after one step, the arm reverts to the 'holding-gun' position.
3) The arm stays in 'holding-gun' position as i run around, and everything is fine when i stop. Only problem is when I start walking, just this one little interruption from the static holding-gun arm posture i want.
Note: The same behavior happens when I activate the anim with setArmThread instead of playThread. Also, when I use a blended animation for the arm I don't see the problem (although as it blends the holding-gun pose gets messed up).
Please help!
1) I have a (non-blended) dsq that moves the player's arm into 'holding-gun' position. I use playThread to activate the anim. The arm moves into 'holding-gun' position as expected.
2) I move the player forward. The walk cycle intrerupts the 'holding-gun' position at the beginning ONLY. i see the arm move through the walk-cycle animation, and after one step, the arm reverts to the 'holding-gun' position.
3) The arm stays in 'holding-gun' position as i run around, and everything is fine when i stop. Only problem is when I start walking, just this one little interruption from the static holding-gun arm posture i want.
Note: The same behavior happens when I activate the anim with setArmThread instead of playThread. Also, when I use a blended animation for the arm I don't see the problem (although as it blends the holding-gun pose gets messed up).
Please help!
#2
01/05/2007 (6:49 pm)
You need to use a blend. the reason the animation gets messed up when it's a blend is most likely because you're not exporting it correctly. but you definitely should make it a blend for what you're doing. in fact, I'm surprised its working at all without being a blend.
Torque Owner Exopolis Production
my arm is controlled by a non-blended anim 'holding-gun' which i launch w/ playThread(0, ...)
when, in player.cc, i call
mShapeInstance->transitionToSequence(mActionAnimation.thread,anim.sequence, mActionAnimation.forward? 0: 1, transTime, true);to transition from idle to another state, it temporarily over-rides the arm, makes it do the transition sequence for a bit. then, once the transition is complete, control of the arm reverts to the 'holding-gun' animation
why does the transition over-ride other, non-blended threads? is there any way to stop this?