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#1

Hello,

I use Dynabase addon and its extension as well as the Wiltos Animation Base to allow me to use my animations in game after importing them from Blender and compiling them.

However, I'm encountering a problem with the .qc file. This results in an abrupt change of direction when the player changes direction, as you can see in the attached video at 00:10 seconds.

Here's the video that I uploaded to YT : https://youtu.be/bxjvRlJCC3Q

In fact, I've created an omnidirectional walking animation, i.e. a sequence made up of several animations (North East, North West, East, West, South, South East, South West).

Here's an extract from my .qc :

$animation "goku_walk_lp_SW" "anims\C001A_FLD_Run01_02LP_SOUTHWEST.smd" {

fps 30

loop

}

$animation "goku_walk_lp_S" "anims\C001A_FLD_Run01_02LP_SOUTH.smd" {

fps 30

loop

}

$animation "goku_walk_lp_SE" "anims\C001A_FLD_Run01_02LP_SOUTHEAST.smd" {

fps 30

loop

}

// ... Rest of animations declaration

// Course Loop

$sequence "C001A_FLD_Walk01_01LP_Jb" {

"goku_walk_lp_SW"

"goku_walk_lp_S"

"goku_walk_lp_SE"

"goku_walk_lp_W"

"goku_walk_st_C"

"goku_walk_lp_E"

"goku_walk_lp_NW"

"goku_walk_lp_N"

"goku_walk_lp_NE"

activity "ACT_WALK_GOKU_LOOP" 1

blend "move_y" -1 1

blend "move_x" -1 1

fadein 0.3

fadeout 0.3

node "walking"

}

Thank you for your help and your time!

#2

if you want it to look in the same place you need different animations for each direction, also use blendlayer for upper part of the body so it wouldn't move

#3







I already use a different animation for each direction (N, S, E, W, NW, NE, SE, SW) as you can see on the screens.


So, in the .qc, after I've made my $animation and when I declare the sequence ($sequence), I need to add an aimlayer as a parameter, and this aimlayer will prevent the upper part of the body from moving?


But this will allow smooth transitions between each direction in the game?

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