Author Topic: Animation priorities :l  (Read 678 times)

Hai guize.

I've been having some trouble with playertype animations. I've noticed that when you plant a brick as the regular blockhead he kinda "nods". Now I've also noticed that even if you're looking up or down, he still does that "nod" from whatever position the blockhead is looking. With my playertype, if I do the plant animation while looking down, my playertype spazzes out, fighting back and forth between playing the look animation and the plant animation. The blockhead seems to "blend" the animations together. How do I achieve this?

You are using Blender, right? If so, then which versions of Blender and the DTS exporter are you running?

From my experience, the priorities and blending options should (USUALLY) go as follows:

>root                                  -> prio=0; blending=none
>look & headside               -> prio=1; blending=root
>standing side                   -> prio=2; blending=none; cycle
>standing forward & back  -> prio=3; blending=none; cycle
>crouch                              -> prio=4; blending=none
>crouch side                       -> prio=5; blending=none; cycle
>crouch forward & back     -> prio=6; blending=none; cycle
>jump & stand jump           -> prio=7; blending=none
>fall                                    -> prio=8; blending=none
>armReady & spear charge-> prio=9; blending=none
>attack, activate, & build    -> prio=10; blending=root
>death                               -> prio=11; blending=none; this animations MUST include keyframes for all bones. This will cause it to over-ride any and all animations

The above list is mainly a "starting point", and it will not work with all rigs/animations. I've had some cases where the movement animations had to be set higher than the attack animations for things to work smoothly. It really just takes some trial-and-error experimentation.


Hopefully this helps.

Don't forget to set the cycling animations to cycle.