cassius Posted February 25, 2012 Share Posted February 25, 2012 I can't get my main character to go into "die" animation. The function below works with enemy characters but not with main character.Its a third person setup and the main character moves in front of camera and is connected to player.( bmax) Function kill_jane() Animate(jane02,kj_FrameBegin,1,0,1) kj_FrameBegin = kj_FrameBegin + 1.0*AppSpeed() If kj_FrameBegin >= kj_FrameEnd stopanimjane = True EndIf EndFunction Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Pixel Perfect Posted February 26, 2012 Share Posted February 26, 2012 I can only assume that if you are calling this function to animate the death sequence for your main character but its failing to animate that then you are somehow still animating this character else where using a different sequence which is overriding the death sequence. As its your main character and as you say connected to the player have you disabled whatever functions are normally called to provide animation for the movement. The way I animate all characters is to set their animation start and end frames and call the same routine to animate them, not separate functions for each animation. This way there is no confusion about when to call different animation functions, the same one is always called and you swap the animation frame ranges accordingly. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
cassius Posted February 26, 2012 Author Share Posted February 26, 2012 Thanks. I use the same method as you EXEPT for "die" anims. I just tried using a copy of the main character placed in same position as main characterwith main character hidden but that did not work either , yet the copy is only there to do the "die" anim Nevertheless I think theres something in what you say and I will make some changes. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Clackdor Posted February 26, 2012 Share Posted February 26, 2012 Man, it could be almost anything. I found myself looking at some strange stuff when my animations weren't quite right. When debugging animations, I was displaying the sequence, frame, frame end, and frame begin. Quote Link to comment Share on other sites More sharing options...
cassius Posted February 27, 2012 Author Share Posted February 27, 2012 problem solved. . I had declared the sequence var as a int..it should be a float. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Pixel Perfect Posted February 27, 2012 Share Posted February 27, 2012 How we create the very obstacles than eventually trip us up Well sussed! Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
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