So I made a playermodel with a new skeleton not the default valve one, because it's a centaur so it needs more bones. Anyways it's done, weightpainted etc.. I made 3 animations for it, but when I compile the QC to make the actual model, well ingame only the very first sequence plays which could be any of the 3 (idle,walking..) if I change the first sequence in line, then that's the one that plays and it won't care about the other ones. It's like it autoplays it, even though I tied it to an activity.
example:
$sequence "walk" {
"centaur_anims\walk"
activity "ACT_HL2MP_WALK" 1
fadein 0.2
fadeout 0.2
fps 30
loop
}
this won't work if it's second in order of the sequences, but if it's first it will autoplay, even though in theory it should only activate when I walk.
I've tried so many things, compared my model with other custom ones with no luck. I'm clueless .
If anyone need more file info just let me know.
I think the particular problem here is that the ACT_HL2MP_WALK/RUN/WALK_CROUCH/NOCLIP_LAYER/ETC... -numerations aren't really supposed to be treated as a single animation, but rather as a "directional-pad"-plattera of animations, if that makes any sort of sense here.
As a comparison, here is my standard syntax for ACT_HL2MP_RUN:
https://files.facepunch.com/forum/upload/321820/17e8a91b-55cf-4dec-80fd-30216d513be2/image.png
You're going to notice that I have defined 9 animations successively here, and the way you want to look at it, is that the first three instances of "a_runN" are the animations used for moving forward-left, forward and forward-right respectively.
The next three define the animations used for moving left, idling and moving right. Finally, the last three are used for moving backwards in the final unlisted directions of say... a compass for example.
Imagining it as the directional letters on a compass is very beneficial in this case, because you are essentially looking at a 3 x 3 grid here, with each tile occupied by an animation fit for movement according to where that tile is, with idle in the middle.
What I am imagining is happening in your case is that the only animation you've declared in your syntax is being assumed as the idle-animation, since what you have is just a 1 x 1 grid, by default anyway. And you basically need to use the blend-flags to extend it so that you can occupy more grid tiles, enabling you to put not only the idle animation but also the running animation under the same $Sequence-flag.
Here are the variables I use for defining the location at any given point within the 3 x 3 grid: (Should probably be declared prior to the $Sequence-flags and the $Animation-flags.
https://files.facepunch.com/forum/upload/321820/9280c987-535e-48cf-9fb9-cbfdecb5758f/image.png
Ah, yes. Speaking of $Animation, it is a good practice to be using them prior to $Sequence-flags as well since with them you'll be able to create aliases, rather than having to paste a path within each pair of quotes for every sequence.
Something like this, essentially:
https://files.facepunch.com/forum/upload/321820/b7a46fdb-c072-44cd-9073-a38691b54826/image.png
...so that you may instead use the aliases given within the quotes here as arguments for your $Sequences, rather than using file-paths everywhere.
///
I feel the need to address however that the practices I am showing off here are far from being concluded as the "correct" practices. Essentially, I don't want you to think that the practices I am showing here are what everyone *SHOULD* be doing for all of their custom animation purposes. I am 100% sure that someone on this website will be able to criticize my practices in some way and I am personally okay with that, since it should be evident enough that my solutions aren't perfectly elegant whatsoever.
A good example being the use of fadein 0 and fadeout 0, not to mention the inconsistencies of putting different fps-values everywhere. So please take my solutions with a grain of salt and be very careful about copypasting anything from my post here. It is more important for you to understand how the different snippets of code work together.
///
I realize this post is turning into a giant essay, but frankly I saw this coming a mile away considering really how *much* there is to tutor about regarding animations and qc-files and whatnot.
Hopefully though you'll be able to take away something from all of this rambling of mine.
Best of luck in whichever case.
omg it works thank you so much <3, I might add you just in case if I need any more help
Sorry, you need to Log In to post a reply to this thread.