LoadAnimSeq

Blitz3D Forums/Blitz3D Beginners Area/LoadAnimSeq

Hello

I have created an animated mesh

Warrior = LoadAnimMesh( \...)

then I have appended an animation sequence

attack = LoadAnimSeq(Warrior, \..)

when I play the " attack " sequence

animate warrior,1,1,attack

the two animations (meshes) are blended togheter .

In The "attack " sequence the Warrior holds a weapon complete with skeleton while in the basic animation it does not.
What can I do ?

thanks in advance

Alberto

I think you want to use ExtractAnimSeq :)

Maybe not...sorry if that's the wrong response...

Ross C

Thanks

Actually I want to pack in the same animated file (same entity) ,some animated sequences with a different number of bones.
For example anim seq 0 is a warrior, anim seq 1 is the same warrior bur holding a weapon c\w bones.
The number of bones is therefore increased passing from anim seq 0 to anim seq 1
is it possible?

it will mess it up, the loadanimseq requires identical setup ie bones.

What you should do is instead have the weapon seperate and parent it to a hand of the warrior.

Thanks Sinu

Take a look here, I had the same problem.
www.blitzbasic.com/Community/posts.php?topic=27218
Read the tip by JFK toward the end. When you are doing the animations you have to re-set all key frames for a different animations and make sure you put key frames for limbs that don,t move. Hope this helps. What animation program are you using?
We have a tutorial forum but how about a TIPS forum? This one by jfk is a corker and I,m sure many beginers fall into the same trap and possibly give in.
>Carpman

hello carpman

thanks for your information.
I use CharacterFX for animation

Suggest you try and contact jfk,he was a great help to me and I think he uses CharacterFX. He even offered to take a look at the animations I had created and virtually solved the problem for me.
Try starting a new thread "JFK where are you"!!
> Carpman