No bone_ command works while ent_blendpose

Posted By: alibaba

No bone_ command works while ent_blendpose - 05/25/18 16:52

Why is ent_blendpose locking up all other bone functions? I can neither ent_bonereset, nor move or anything at all.
Posted By: jumpman

Re: No bone_ command works while ent_blendpose - 05/26/18 01:26

Can we see a stripped down version of the relevant code?

Check to see where you place your bone functions in regards to the ent_blendpose. Try placing ent_bonereset/ent_bonemove/etc BEFORE the ent_blendpose and see what happens.

Im currently doing animation states, which is kind of not the best, but it works for me so far. Let me know if this helps:

Code:
while(state_lower==3)
{
			
animsa+=10*time_step;  // one way animation

			
my.pose = 2;   /// set pose 2 to the target animation
				
ent_animate(my, "swing",animsa, ANM_CYCLE);  // upper half of body
ent_animate(my,"ua_stand",animsa,ANM_CYCLE+ANM_ADD); // lower half of body
		
		
my.skill3+=5*time_step  ; // blend percent while in this state
			
my.skill3 = clamp(my.skill3,0,100);  // clamp the blend to 100 percent
			
			
ent_bonerotate();  /////////////your manual bone rotation, ent_bone commands here
			
			          
ent_blendpose(my,1,2,my.skill3);  // perform the blend
      
      

my.pose=1;  /// use this final skeleton state as pose 1
      
      
if(my.skill3>=100)  // when the one way animation is done
{
last_lower_state=2;  //break out of this animation state
state_lower=0;
//break;
}
			
			
wait(1);
}

Posted By: alibaba

Re: No bone_ command works while ent_blendpose - 06/01/18 18:12

Thanks, it kinda works, I had to do a dirty workaround which I found thanks to your code.
My problem was (still kinda is) that when the player dies while blending animation I can't use ragdolls, because it heavily relies on bone functions. What I did is setting pose to 1 and blending back to pose 1, then resetting everything. The downside of this is that the ragdoll now spawns in T-pose, which does not look good.
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