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Pose animations, gdas and Blend Tree


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#1
alschemid

alschemid
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Hi,

I would like to create a new pose to be used in a dialogue and as a pose in the cutscene editor... so I have made an animation that works great in the cutscene editor using the play animation track... but I got a lost which gdas I have to edit... I have created a pose_sdbx.gda with one line like this:
1553521700, Female Kneel, sdbx_pose_kneel_female, gst_none, 1, 1, 0, 0

and an anim_base_sdbx.gda like this:
1553521700, Female Kneel SDBX, 0, 1, sdbx_kneel_fem, 0, 0, 1, 0, 0, 0, 1


And I have created a "Blend Tree" called sdbx_pose_kneel_female, and an animation stream with a node named sdbx_kneel_fem  pause and using the animation I had done (and many other animations from the game for testing) but when I set the Female Kneel as a Pose in the Conversation Editor or in the cutscene (pose property of an actor) the animation doesn't work...

what am I missing?
:huh:

Edit: Now it works! :lol:
It seems all "Blend Tree" poses need one animation as a pause and then the variations, if you need them.

Modifié par alschemid, 21 février 2012 - 11:59 .