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Author Topic: Animations all mucked up  (Read 1758 times)

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Bluelikeu

  • Guest
Animations all mucked up
« on: 18 Jun 2005, 18:20:19 »
ok, for some reason all of the animation add-ons i create cause every single other animation in the game to be warped. When i delete the add-on everything goes back to normal. My config looks like this, if that might be the problem

Code: [Select]
// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

class CfgPatches
{
   class kneelfire2bluelikeu
   {
      units[] = {};
      weapons[] = {};
      requiredVersion = 1.46;
   };

};


class CfgMovesMC
{


   class Default {};
   class StandBase: Default {};
   class States
   {      
      class kneelfire2bluelikeu: StandBase
      {
         actions = StandSaluteActions;
         file = "\kneelfirebluelikeu\kneelfire2bluelikeu.rtm";
         speed = -1.0
         looped = true;
         soundEnabled = false;
         connectFrom[]={Stand,1};
         interpolationSpeed=0.1;
         interpolateTo[]={kneelfire2bluelikeu,0.1,kneelfire2bluelikeu,0.1};
      };   
   };
};


I've also got the add-on if anyone wants to see what it causes for themselves

btw, i took this code directly from the tutorial suggested to me in the recruitment forums and modified only the name of the addon.
« Last Edit: 18 Jun 2005, 18:21:12 by Bluelikeu »

Bluelikeu

  • Guest
Re:Animations all mucked up
« Reply #1 on: 20 Jun 2005, 18:23:07 »
ok, i figured it out myself..

Sanctuary

  • Guest
Re:Animations all mucked up
« Reply #2 on: 20 Jun 2005, 21:02:12 »
I have defined very few animation config, but never saw this problem breaking the other existing animations.

How did you fixed it ? this should be helpfull if someone run into this strange problem and have no idea what can be the responsible of it.

Bluelikeu

  • Guest
Re:Animations all mucked up
« Reply #3 on: 21 Jun 2005, 13:04:59 »
oh ya, sorry about that, forget that sometimes.

When creating the animation, i had moved the component labeled "abdomen". Apparently, when every time i created a new animation file, i was moving the abdomen with the rest of the body, eg: when i rotated my person and stuff. So, I just left the abomen out of the animation completely, seems to work fine now.

Offline General Barron

  • Former Staff
  • ****
  • Semper Fi!
Re:Animations all mucked up
« Reply #4 on: 04 Jul 2005, 00:43:48 »
Quote
I have defined very few animation config, but never saw this problem breaking the other existing animations.

Just as a side note, I once ran into the problem where my new animation would play whenever I tried to go from crouching to standing. I believe the problem was that I had both

connectFrom[]
  and
connectTo[]

Properties defined (connect from crouching, connect to standing). I don't know the full story yet, but be aware that the problem can occur.


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Sanctuary

  • Guest
Re:Animations all mucked up
« Reply #5 on: 04 Jul 2005, 10:24:09 »
Thanks for the precisions,
It should really help people making animations and configs files  if they end with such problem.