Help: Having problems with blending animations.

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Help: Having problems with blending animations.

Postby XylemTube on Thu Apr 18, 2013 6:42 am

I making a TF2 reskin for the scattergun. This reskin involves new 3rd person animations. It's going just fine except for one little problem: Blending isn't working.

The move animations don't blend into each other when I move around In-Game, as in the below video:


Normally in a blend sequence like this the animations all blend together based on when direction and speed of the player. As you can see it's not happening, and yet they all blend just fine in the model viewer.

I've looked high and low, and have tried a lot of things to fix this and haven't found shit, so please help.

Here is the QC:
Code: Select all
$cd "C:\Users\*********\********\******\**********\QC\3rd person anims"

//$upaxis y

$modelname "player/vindicator_anims.mdl"
$root "bip_pelvis"
$include "scout_bones.qci"
$includemodel "player/scout_animations.mdl"

$ikchain rhand "bip_hand_R"
$ikchain lhand "bip_hand_L"
$ikchain rfoot "bip_foot_R"
$ikchain lfoot "bip_foot_L"
                         
$cmdlist lockfeet {
   ikrule lfoot footstep height 20 floor 0
   ikrule rfoot footstep height 20 floor 0
}

//$motionrollback 0

//===========================================================================================================

$poseparameter "body_pitch" -45 45 loop 360
$poseparameter "body_yaw"    -45 45 loop 360

$poseparameter move_x -1 1
$poseparameter move_y -1 1

//===========================================================================================================

$cdmaterials "models\player\scout/"
$hboxset "default"
$hbox 0 "bip_pelvis" -4.234  -5.458  0.000  4.234  2.989  3.874
$hbox 0 "bip_spine_2" -3.120  -5.604  -6.151  5.590  0.000  2.921
$hbox 0 "bip_spine_3" -1.453  -3.599  -2.739  1.453  0.000  0.000
$hbox 0 "bip_hand_L" -2.003  -6.752  -3.160  0.000  0.000  0.844
$hbox 0 "bip_hand_R" 0.000  0.000  -0.844  2.668  6.752  3.160

//===========================================================================================================

$surfaceprop "default"
$illumposition 2.420 2.197 30.370

//===========================================================================================================

$weightlist UpperbodyBlend {
   "bip_pelvis" 0.1
   "bip_hip_R" 0.0
   "bip_hip_L" 0.0
   "bip_spine_0" 0.2
   "bip_spine_1" 0.3
   "bip_spine_2" 0.3
   "bip_spine_3" 0.3
}

$weightlist AllBones {
   "bip_pelvis" 1.0
}

$Weightlist ArmsBlend {
   "bip_pelvis" 0.0
   "bip_hip_R" 0.0
   "bip_hip_L" 0.0
   "bip_spine_0" 0.0
   "bip_collar_L" 0.4
   "bip_upperArm_L" 1.0
   "bip_lowerArm_L" 1.0
   "bip_collar_R" 0.4
   "bip_upperArm_R" 1.0
   "bip_lowerArm_R" 1.0
   }

//===========================================================================================================

$animation a_PRIMARY_aimmatrix_idle_subtract "a_PRIMARY_aimmatrix_idle_subtract" fps 30
$animation a_PRIMARY_aimmatrix_idle_straight_up "a_PRIMARY_aimmatrix_idle_straight_up" fps 30.000000 subtract a_PRIMARY_aimmatrix_idle_subtract 0
$animation a_PRIMARY_aimmatrix_idle_up_right "a_PRIMARY_aimmatrix_idle_up_right" fps 30.000000 subtract a_PRIMARY_aimmatrix_idle_subtract 0
$animation a_PRIMARY_aimmatrix_idle_mid_right "a_PRIMARY_aimmatrix_idle_mid_right" fps 30.000000 subtract a_PRIMARY_aimmatrix_idle_subtract 0
$animation a_PRIMARY_aimmatrix_idle_down_right "a_PRIMARY_aimmatrix_idle_down_right" fps 30.000000 subtract a_PRIMARY_aimmatrix_idle_subtract 0
$animation a_PRIMARY_aimmatrix_idle_up_center "a_PRIMARY_aimmatrix_idle_up_center" fps 30.000000 subtract a_PRIMARY_aimmatrix_idle_subtract 0
$animation a_PRIMARY_aimmatrix_idle_mid_center "a_PRIMARY_aimmatrix_idle_mid_center" fps 30.000000 subtract a_PRIMARY_aimmatrix_idle_subtract 0
$animation a_PRIMARY_aimmatrix_idle_down_center "a_PRIMARY_aimmatrix_idle_down_center" fps 30.000000 subtract a_PRIMARY_aimmatrix_idle_subtract 0
$animation a_PRIMARY_aimmatrix_idle_up_left "a_PRIMARY_aimmatrix_idle_up_left" fps 30.000000 subtract a_PRIMARY_aimmatrix_idle_subtract 0
$animation a_PRIMARY_aimmatrix_idle_mid_left "a_PRIMARY_aimmatrix_idle_mid_left" fps 30.000000 subtract a_PRIMARY_aimmatrix_idle_subtract 0
$animation a_PRIMARY_aimmatrix_idle_down_left "a_PRIMARY_aimmatrix_idle_down_left" fps 30.000000 subtract a_PRIMARY_aimmatrix_idle_subtract 0
$sequence PRIMARY_aimmatrix_idle {
   delta
   a_PRIMARY_aimmatrix_idle_straight_up   a_PRIMARY_aimmatrix_idle_straight_up   a_PRIMARY_aimmatrix_idle_straight_up
   a_PRIMARY_aimmatrix_idle_up_right   a_PRIMARY_aimmatrix_idle_up_center   a_PRIMARY_aimmatrix_idle_up_left
   a_PRIMARY_aimmatrix_idle_mid_right   a_PRIMARY_aimmatrix_idle_mid_center   a_PRIMARY_aimmatrix_idle_mid_left
   a_PRIMARY_aimmatrix_idle_down_right   a_PRIMARY_aimmatrix_idle_down_center   a_PRIMARY_aimmatrix_idle_down_left
   
   blendwidth 3 blend body_yaw 45 -45 blend body_pitch 90 -45
   hidden
 }

//===========================================================================================================
 
$animation a_PRIMARY_aimmatrix_subract "a_PRIMARY_aimmatrix_subract" fps 30
$animation a_PRIMARY_aimmatrix_run_straight_up "a_PRIMARY_aimmatrix_run_straight_up" fps 30.000000 subtract a_PRIMARY_aimmatrix_subract 0
$animation a_PRIMARY_aimmatrix_run_up_right "a_PRIMARY_aimmatrix_run_up_right" fps 30.000000 subtract a_PRIMARY_aimmatrix_subract 0
$animation a_PRIMARY_aimmatrix_run_mid_right "a_PRIMARY_aimmatrix_run_mid_right" fps 30.000000 subtract a_PRIMARY_aimmatrix_subract 0
$animation a_PRIMARY_aimmatrix_run_down_right "a_PRIMARY_aimmatrix_run_down_right" fps 30.000000 subtract a_PRIMARY_aimmatrix_subract 0
$animation a_PRIMARY_aimmatrix_run_up_center "a_PRIMARY_aimmatrix_run_up_center" fps 30.000000 subtract a_PRIMARY_aimmatrix_subract 0
$animation a_PRIMARY_aimmatrix_run_mid_center "a_PRIMARY_aimmatrix_run_mid_center" fps 30.000000 subtract a_PRIMARY_aimmatrix_subract 0
$animation a_PRIMARY_aimmatrix_run_down_center "a_PRIMARY_aimmatrix_run_down_center" fps 30.000000 subtract a_PRIMARY_aimmatrix_subract 0
$animation a_PRIMARY_aimmatrix_run_up_left "a_PRIMARY_aimmatrix_run_up_left" fps 30.000000 subtract a_PRIMARY_aimmatrix_subract 0
$animation a_PRIMARY_aimmatrix_run_mid_left "a_PRIMARY_aimmatrix_run_mid_left" fps 30.000000 subtract a_PRIMARY_aimmatrix_subract 0
$animation a_PRIMARY_aimmatrix_run_down_left "a_PRIMARY_aimmatrix_run_down_left" fps 30.000000 subtract a_PRIMARY_aimmatrix_subract 0
$sequence PRIMARY_aimmatrix_run {
  delta
  a_PRIMARY_aimmatrix_run_straight_up   a_PRIMARY_aimmatrix_run_straight_up   a_PRIMARY_aimmatrix_run_straight_up
  a_PRIMARY_aimmatrix_run_up_right   a_PRIMARY_aimmatrix_run_up_center   a_PRIMARY_aimmatrix_run_up_left
  a_PRIMARY_aimmatrix_run_mid_right   a_PRIMARY_aimmatrix_run_mid_center   a_PRIMARY_aimmatrix_run_mid_left
  a_PRIMARY_aimmatrix_run_down_right   a_PRIMARY_aimmatrix_run_down_center   a_PRIMARY_aimmatrix_run_down_left
 
  blendwidth 3 blend body_yaw 45 -45 blend body_pitch 90 -45
  hidden
}

//===========================================================================================================

$animation a_PRIMARY_aimmatrix_crouch_subtract "a_PRIMARY_aimmatrix_crouch_subtract" fps 30
$animation a_PRIMARY_aimmatrix_crouch_idle_straight_up "a_PRIMARY_aimmatrix_crouch_idle_straight_up" fps 30.000000 subtract a_PRIMARY_aimmatrix_crouch_subtract 0
$animation a_PRIMARY_aimmatrix_crouch_idle_up_right "a_PRIMARY_aimmatrix_crouch_idle_up_right" fps 30.000000 subtract a_PRIMARY_aimmatrix_crouch_subtract 0
$animation a_PRIMARY_aimmatrix_crouch_idle_mid_right "a_PRIMARY_aimmatrix_crouch_idle_mid_right" fps 30.000000 subtract a_PRIMARY_aimmatrix_crouch_subtract 0
$animation a_PRIMARY_aimmatrix_crouch_idle_down_right "a_PRIMARY_aimmatrix_crouch_idle_down_right" fps 30.000000 subtract a_PRIMARY_aimmatrix_crouch_subtract 0
$animation a_PRIMARY_aimmatrix_crouch_idle_up_center "a_PRIMARY_aimmatrix_crouch_idle_up_center" fps 30.000000 subtract a_PRIMARY_aimmatrix_crouch_subtract 0
$animation a_PRIMARY_aimmatrix_crouch_idle_mid_center "a_PRIMARY_aimmatrix_crouch_idle_mid_center" fps 30.000000 subtract a_PRIMARY_aimmatrix_crouch_subtract 0
$animation a_PRIMARY_aimmatrix_crouch_idle_down_center "a_PRIMARY_aimmatrix_crouch_idle_down_center" fps 30.000000 subtract a_PRIMARY_aimmatrix_crouch_subtract 0
$animation a_PRIMARY_aimmatrix_crouch_idle_up_left "a_PRIMARY_aimmatrix_crouch_idle_up_left" fps 30.000000 subtract a_PRIMARY_aimmatrix_crouch_subtract 0
$animation a_PRIMARY_aimmatrix_crouch_idle_mid_left "a_PRIMARY_aimmatrix_crouch_idle_mid_left" fps 30.000000 subtract a_PRIMARY_aimmatrix_crouch_subtract 0
$animation a_PRIMARY_aimmatrix_crouch_idle_down_left "a_PRIMARY_aimmatrix_crouch_idle_down_left" fps 30.000000 subtract a_PRIMARY_aimmatrix_crouch_subtract 0
$sequence PRIMARY_aimmatrix_crouch_idle {
   delta
   a_PRIMARY_aimmatrix_crouch_idle_straight_up   a_PRIMARY_aimmatrix_crouch_idle_straight_up   a_PRIMARY_aimmatrix_crouch_idle_straight_up
   a_PRIMARY_aimmatrix_crouch_idle_up_right   a_PRIMARY_aimmatrix_crouch_idle_up_center   a_PRIMARY_aimmatrix_crouch_idle_up_left
   a_PRIMARY_aimmatrix_crouch_idle_mid_right   a_PRIMARY_aimmatrix_crouch_idle_mid_center   a_PRIMARY_aimmatrix_crouch_idle_mid_left
   a_PRIMARY_aimmatrix_crouch_idle_down_right   a_PRIMARY_aimmatrix_crouch_idle_down_center   a_PRIMARY_aimmatrix_crouch_idle_down_left
   
   blendwidth 3 blend body_yaw 45 -45 blend body_pitch 90 -45
   hidden
}

//===========================================================================================================

$animation a_blend_runN "a_runN_PRIMARY"

$animation a_run_align "a_runCenter_PRIMARY" loop fps 30.000000

$animation a_runSW_PRIMARY "a_runSW_PRIMARY" loop fps 30.000000 {
   LX LY
   startloop 0
   alignto a_run_align
   weightlist UpperbodyBlend
   worldspaceblendloop a_blend_runN 0
   weightlist AllBones
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_runW_PRIMARY "a_runW_PRIMARY" loop fps 30.000000 {
   LX LY
   startloop 0
   alignto a_run_align
   weightlist UpperbodyBlend
   worldspaceblendloop a_blend_runN 0
   weightlist AllBones
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_runNW_PRIMARY "a_runNW_PRIMARY" loop fps 30.000000 {
   LX LY
   startloop 0
   alignto a_run_align
   weightlist UpperbodyBlend
   worldspaceblendloop a_blend_runN 0
   weightlist AllBones
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_runS_PRIMARY "a_runS_PRIMARY" loop fps 30.000000 {
   LX LY
   startloop 0
   alignto a_run_align
   weightlist UpperbodyBlend
   worldspaceblendloop a_blend_runN 0
   weightlist AllBones
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_runCenter_PRIMARY "a_runCenter_PRIMARY" loop fps 30.000000 {
   LX LY
   startloop 0
   alignto a_run_align
   weightlist UpperbodyBlend
   worldspaceblendloop a_blend_runN 0
   weightlist AllBones
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_runN_PRIMARY "a_runN_PRIMARY" loop fps 30.000000 {
   LX LY
   startloop 0
   alignto a_run_align
   weightlist UpperbodyBlend
   worldspaceblendloop a_blend_runN 0
   weightlist AllBones
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_runSE_PRIMARY "a_runSE_PRIMARY" loop fps 30.000000 {
   LX LY
   startloop 0
   alignto a_run_align
   weightlist UpperbodyBlend
   worldspaceblendloop a_blend_runN 0
   weightlist AllBones
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_runE_PRIMARY "a_runE_PRIMARY" loop fps 30.000000 {
   LX LY
   startloop 0
   alignto a_run_align
   weightlist UpperbodyBlend
   worldspaceblendloop a_blend_runN 0
   weightlist AllBones
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_runNE_PRIMARY "a_runNE_PRIMARY" loop fps 30.000000 {
   LX LY
   startloop 0
   alignto a_run_align
   weightlist UpperbodyBlend
   worldspaceblendloop a_blend_runN 0
   weightlist AllBones
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$sequence Run_PRIMARY {
   { event 7001 1 "right" }
   { event 7001 7 "left" }
   { event 7001 13 "right" }
   { event 7001 19 "left" }
   { event 7001 25 "right" }
   { event 7001 31 "left" }
   { event 7001 37 "right" }
   { event 7001 43 "left" }
 
   a_runSW_PRIMARY   a_runS_PRIMARY   a_runSE_PRIMARY
   a_runW_PRIMARY   a_runCenter_PRIMARY   a_runE_PRIMARY
   a_runNW_PRIMARY   a_runN_PRIMARY   a_runNE_PRIMARY
   
   blendwidth 3 blend move_y -1 1 blend move_x -1 1
   addlayer PRIMARY_aimmatrix_run
   activity ACT_MP_RUN_PRIMARY 1
   fadein 1.0
   fadeout 1.0
   noautoik
}

//===========================================================================================================

$animation a_crouch_walkSW_PRIMARY "a_crouch_walkSW_PRIMARY" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_crouch_walkW_PRIMARY "a_crouch_walkW_PRIMARY" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_crouch_walkNW_PRIMARY "a_crouch_walkNW_PRIMARY" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_crouch_walkS_PRIMARY "a_crouch_walkS_PRIMARY" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_crouch_walkCenter_PRIMARY "a_crouch_walkCenter_PRIMARY" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_crouch_walkN_PRIMARY "a_crouch_walkN_PRIMARY" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_crouch_walkSE_PRIMARY "a_crouch_walkSE_PRIMARY" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_crouch_walkE_PRIMARY "a_crouch_walkE_PRIMARY" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_crouch_walkNE_PRIMARY "a_crouch_walkNE_PRIMARY" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$sequence crouch_walk_PRIMARY {
   a_crouch_walkSW_PRIMARY   a_crouch_walkS_PRIMARY   a_crouch_walkSE_PRIMARY
   a_crouch_walkW_PRIMARY   a_crouch_walkCenter_PRIMARY   a_crouch_walkE_PRIMARY
   a_crouch_walkNW_PRIMARY   a_crouch_walkN_PRIMARY   a_crouch_walkNE_PRIMARY
   
   blendwidth 3 blend move_y -1 1 blend move_x -1 1
   addlayer PRIMARY_aimmatrix_crouch_idle
   activity ACT_MP_CROUCHWALK_PRIMARY 1
   noautoik
}

//===========================================================================================================

$animation a_jumpStart_SW_primary "a_jumpStart_SW_primary" fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_jumpStart_W_primary "a_jumpStart_W_primary" fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_jumpStart_NW_primary "a_jumpStart_NW_primary" fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_jumpStart_S_primary "a_jumpStart_S_primary" fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_jumpStart_primary "a_jumpStart_primary" fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_jumpStart_N_primary "a_jumpStart_N_primary" fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_jumpStart_SE_primary "a_jumpStart_SE_primary" fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_jumpStart_E_primary "a_jumpStart_E_primary" fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$animation a_jumpStart_NE_primary "a_jumpStart_NE_primary" fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$sequence Jump_Start_primary {
   a_jumpStart_SW_primary   a_jumpStart_S_primary   a_jumpStart_SE_primary
   a_jumpStart_W_primary   a_jumpStart_primary   a_jumpStart_E_primary
   a_jumpStart_NW_primary   a_jumpStart_N_primary   a_jumpStart_NE_primary
   
   blendwidth 3 blend move_y -1 1 blend move_x -1 1
   addlayer PRIMARY_aimmatrix_run
   activity ACT_MP_JUMP_START_primary 1
}

//===========================================================================================================

$animation a_jumpFloat_SW_primary "a_jumpStart_SW_primary" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   frames 17 23
   fudgeloop
}
$animation a_jumpFloat_W_primary "a_jumpStart_W_primary" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   frames 17 23
   fudgeloop
}
$animation a_jumpFloat_NW_primary "a_jumpStart_NW_primary" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   frames 17 23
   fudgeloop
}
$animation a_jumpFloat_S_primary "a_jumpStart_S_primary" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   frames 17 23
   fudgeloop
}
$animation a_jumpFloat_primary "a_jumpStart_primary" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   frames 17 23
   fudgeloop
}
$animation a_jumpFloat_N_primary "a_jumpStart_N_primary" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   frames 17 23
   fudgeloop
}
$animation a_jumpFloat_SE_primary "a_jumpStart_SE_primary" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   frames 17 23
   fudgeloop
}
$animation a_jumpFloat_E_primary "a_jumpStart_E_primary" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   frames 17 23
   fudgeloop
}
$animation a_jumpFloat_NE_primary "a_jumpStart_NE_primary" loop fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   frames 17 23
   fudgeloop
}
$sequence Jump_Float_primary {
   a_jumpFloat_SW_primary   a_jumpFloat_S_primary   a_jumpFloat_SE_primary
   a_jumpFloat_W_primary   a_jumpFloat_primary   a_jumpFloat_E_primary
   a_jumpFloat_NW_primary   a_jumpFloat_N_primary   a_jumpFloat_NE_primary
   
   blendwidth 3 blend move_y -1 1 blend move_x -1 1
   addlayer PRIMARY_aimmatrix_run
   activity ACT_MP_JUMP_FLOAT_primary 1
}

//===========================================================================================================

$sequence Stand_PRIMARY "Stand_PRIMARY" loop ACT_MP_STAND_PRIMARY 1 fps 30.00 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   addlayer PRIMARY_aimmatrix_idle
}

//===========================================================================================================

$sequence Crouch_PRIMARY "Crouch_PRIMARY" loop ACT_MP_CROUCH_PRIMARY 1 fps 30.00 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   addlayer PRIMARY_aimmatrix_crouch_idle
}

//===========================================================================================================

$sequence Airwalk_PRIMARY "Airwalk_PRIMARY" loop ACT_MP_AIRWALK_PRIMARY 1 fps 36.00

//===========================================================================================================

$animation AttackStand_PRIMARY_subtract "AttackStand_PRIMARY_subtract" fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
}
$sequence AttackStand_PRIMARY "AttackStand_PRIMARY" ACT_MP_ATTACK_STAND_PRIMARY 1 fps 30.00 subtract AttackStand_PRIMARY_subtract 0 {
   delta
   ikrule lhand touch "weapon_bone_1"
}

//===========================================================================================================
$animation reloadStart_PRIMARY_subtract "AttackStand_PRIMARY_subtract" fps 30.000000 {
   noautoik
   ikrule lhand touch "bip_hand_R"
   frames 0 19
}
$sequence layer_reload_standing_arms_primary_start "PRIMARY_reload_start" {
   numframes 20
   weightlist ArmsBlend
   ikrule lhand touch "weapon_bone" usesource
   hidden
}
$sequence layer_reload_standing_arms_primary_loop "PRIMARY_reload_loop" {
   numframes 20
   loop
   weightlist ArmsBlend
   ikrule lhand touch "weapon_bone" usesource
   hidden
}
$sequence layer_reload_standing_arms_primary_end "PRIMARY_reload_end" {
   weightlist ArmsBlend
   ikrule lhand touch "weapon_bone" usesource
   hidden
}
//------------------
$sequence PRIMARY_crouch_reload_start "PRIMARY_reload_start" ACT_MP_RELOAD_CROUCH_PRIMARY 1 fps 30.00 subtract reloadStart_PRIMARY_subtract 0 {
   delta
   numframes 20
   blendlayer layer_reload_standing_arms_primary_start 0 4 20 20
}
$sequence PRIMARY_crouch_reload_loop "PRIMARY_reload_loop" loop ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP 1 fps 30.00 subtract reloadStart_PRIMARY_subtract 0 {
   delta
   numframes 20
   addlayer layer_reload_standing_arms_primary_loop
}
$sequence PRIMARY_crouch_reload_end "PRIMARY_reload_end" ACT_MP_RELOAD_CROUCH_PRIMARY_END 1 fps 30.00 subtract reloadStart_PRIMARY_subtract 0 {
   delta
   blendlayer layer_reload_standing_arms_primary_end 0 0 12 16
}
//------------------
$sequence PRIMARY_reload_start "PRIMARY_reload_start" ACT_MP_RELOAD_STAND_PRIMARY 1 fps 30.00 subtract reloadStart_PRIMARY_subtract 0 {
   numframes 20
   delta
   blendlayer layer_reload_standing_arms_primary_start 0 4 20 20
   ikrule lhand touch "bip_hand_L"
}
$sequence PRIMARY_reload_loop "PRIMARY_reload_loop" loop ACT_MP_RELOAD_STAND_PRIMARY_LOOP 1 fps 30.00 subtract reloadStart_PRIMARY_subtract 0 {
   numframes 20
   delta
   addlayer layer_reload_standing_arms_primary_loop
   ikrule lhand touch "weapon_bone"
}
$sequence PRIMARY_reload_end "PRIMARY_reload_end" ACT_MP_RELOAD_STAND_PRIMARY_END 1 fps 30.00 subtract reloadStart_PRIMARY_subtract 0 {
   delta
   ikrule lhand touch "bip_hand_L"
   blendlayer layer_reload_standing_arms_primary_end 0 0 12 16
}
XylemTube
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Re: Help: Having problems with blending animations.

Postby XylemTube on Sun Apr 28, 2013 8:33 pm

10 days with no replies and counting....

It's so good to see that the members of this forum, with all of their experience, are so helpful. Not useless in the slightest. Thanks.
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Re: Help: Having problems with blending animations.

Postby Black_Stormy on Sun Apr 28, 2013 9:01 pm

XylemTube wrote:It's so good to see that the members of this forum, with all of their experience, are so helpful. Not useless in the slightest. Thanks.


I don't know how to fix this but if I did I would be all "I do know how to fix this but you can fuck off, buddy"

As an aside, animation blends are fucking complex and decompiled .qc's rarely get them right. Try a newer version of the decompiler, there's one on the VDC that was updated this year. Also try decompiling it as if it is a portal2 engine model or a CS:GO model. The TF2 engine may have been updated and maybe you need a newer decompiler to decompile it properly. I know I had to follow a portal 2 model decompiling tutorial to get a model out of tf2 properly recently.

Secondly, and I hope I am sucking eggs by saying this, don't just read tutorials, go on the VDC and read all the information on the .qc commands you are using. I know the information is patchy and outdated (especially for animation stuff) but getting a better grass roots understanding of the code you are writing can only help. If you don't understand it, read it all and then read it again. Shit starts to stick together the second or third time through.

And lastly, no one replied because no one knows. Don't get all huttburt because you're treading in uncharted territory. Be an adult and solve the problem, then post the solution on the net for posterity.
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Black_Stormy
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Re: Help: Having problems with blending animations.

Postby Major Banter on Sun Apr 28, 2013 11:07 pm

You don't bump by being a cunt.
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