Author Topic: Cyclic animations loving everything up (Milkshape)  (Read 3877 times)

I'm trying to make a minigun with rotating barrels. My approach is to use a looping animation for when the barrels spin. I use MS3D, so in the export menu, I check the "Cyclic" box for that animation. In game, even though the animation is only meant to be called during the one "Fire" sequence, it plays basically whenever another animation is playing except for the "Root" animation which is meant to make the minigun remain completely idle (barrels not moving).

 For example, the barrels will be spinning, and when the trigger is clicked, the spooling-up animation will play and the spinning will resume (as it's supposed to be anyway). When the trigger is released, the spooling-down animation will play but the spinning continues afterwards even though the Root animation is called in the next state it goes to ("Ready").

Strangely enough, this even happens when I enable "Cyclic" for the "Root" animation. The animation has the start frame 1 and end frame 1, so basically it's meant to stand still. As a test I enabled it for this animation and disabled it for the spinning one with the same problem happening in-game when I equip the weapon.

Can anyone help me fix this or at least explain to me why this is even happening? Thank you.

don't make it cyclic, just use a regular animation for the fire state, if you want it to play in other states besides the fire state call it again in those states, basically ull hafta build your image states around your animations.

the only extra boxes you need to have selected are "enable transform".

Thanks but I'm still going to try and look for a way to make this work. It looks like gross stuff with the spinning animation not playing cyclically. I'm aiming to keep it cyclic unless someone else can give me a viable alternative or if i can find one.

Seriously if anyone has ever made a good minigun before with milkshape i NEED your help
« Last Edit: December 25, 2014, 03:03:11 PM by Gumba Jonny »