Animation priorities, who's in control?

Post » Sat Feb 14, 2015 12:19 pm

I've got a small issue with some of my animations and I'm not sure what the source of the problem is, it's not a show stopper but it could be done better. For some of my other robots / creatures my weapon equipping and un-equipping animations have effectively been nothing more than some text key calls, but for both Vincent and R2D2 they play a short animation of a hatch opening and / or arm coming out. They should lock in place (that's what I thought cycle_clamp should do) but instead while they are attacking they are trying to close and open again (not consistently) and I'm wondering what could be causing it.

I can fool around with bone priorities for the various animation sequences but I'm wondering what is the actual effect, like does an animation sequence with a priority of 20 give a weight of 20 to the animation while a priority of 50 gives a weight of 50 so that between both animations you get a weight of 35, or is it a case of highest wins and the 2nd animation of 50 dominates completely?

The only other thing I can think of is maybe the game is un-equipping and re-equipping during the battle but I couldn't see why it should be doing that.

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Chavala
 
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Post » Sat Feb 14, 2015 12:41 pm

I always used them as "higher number wins".

But hard to say why it's behaving in that way, it would be required some closer inspection of all the assets :confused:

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cassy
 
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