I just had a quick play with these 2 commands and noticed that getting them to match up is very hit and miss.
If I want to wait until a certain sequence is finished before changing to another I`d use code such as (snippet)
If AnimTime(model) = AnimLength(model)
Animate model,1,.3,walk
Else
; Do nothing
Endif
The problem is that they *NEVER* match exactly, which means I have to change to something like:
If AnimLength(model) - AnimTime(model) < .5
Animate model,1,.3,walk
Else
; Do nothing
Endif
This causes jerkyness beyond belief tho, and this is pretty much the lowest I can go (0.5) without it missing totally and goin crazy.
Also I noticed that one of the Anim commands returns a float to 1dp, the other one to 4dp....is this something I¬m doing ( i set both vars to floats to store the result) or is it something to do with blitz.
Note: I have also tried using "If Animating" and while this is better, there is still a lot of jerkyness, and I am using a tween value of 10.
Thanks guys, any ideas?
If I want to wait until a certain sequence is finished before changing to another I`d use code such as (snippet)
If AnimTime(model) = AnimLength(model)
Animate model,1,.3,walk
Else
; Do nothing
Endif
The problem is that they *NEVER* match exactly, which means I have to change to something like:
If AnimLength(model) - AnimTime(model) < .5
Animate model,1,.3,walk
Else
; Do nothing
Endif
This causes jerkyness beyond belief tho, and this is pretty much the lowest I can go (0.5) without it missing totally and goin crazy.
Also I noticed that one of the Anim commands returns a float to 1dp, the other one to 4dp....is this something I¬m doing ( i set both vars to floats to store the result) or is it something to do with blitz.
Note: I have also tried using "If Animating" and while this is better, there is still a lot of jerkyness, and I am using a tween value of 10.
Thanks guys, any ideas?