Destinations

Destinations

IanL 10 Sep, 2016 @ 8:40am
prop_dynamic and random animation switching
Having a few issues with this that hopefully someone might be able to shed some light on.

I have an animated model (character) imported into the model editor and a few animations defined. Each of these animations works in the editor.

As the character will not be moving in my scene, just exhibiting idle animations, I have assigned it a prop_dynamic class and set the default Idle animation. This compiles and runs ok with the animation running. Now I can set any of the three Idle animations as the default and they all work.

However, if I define one as the default and set the Randomly Animate flag then nothing happens ... there is no animation where as my belief was it would randomly switch between avaialble animations according to the Min and Max times set and default to the default animation inbetween.

Am I missing something here? Has anyone tried this and have it working? Any advice appreciated, thanks.
Originally posted by eerieone:
Sorry for necro´ing the thread, but just in case somebody stumbles over the same problem, here´s the solution:

The random animation switch only considers sequences tagged with "ACT_IDLE"
From the Documentation:
Note: Will only select from animation $sequences linked with ACT_IDLE if they exist.

Using SourceOps in Blender, the exported sequences were tagged ACT_VM_IDLE, so my animations were ignored.

So, make sure your sequence have the correct activity assigned, like this:
$sequence "dying" {
"anims/dying.SMD"
fps 24
frames 0 130
loop
activity "ACT_IDLE" 1
}
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Showing 1-4 of 4 comments
Rectus 10 Sep, 2016 @ 11:31am 
There seems to be some weirdness to how animations on props are implemented compared with Source 1. I think that feature is broken.

I'd suggest setting it up to trigger the animation either through entity logic or a script instead.
Last edited by Rectus; 10 Sep, 2016 @ 11:32am
IanL 10 Sep, 2016 @ 2:03pm 
Thanks Rectus, I guess it is broken. I seem to be finding a lot of issues as I have many objects that arn't casting shadows now too, that should be.

I've never used the Source engine before let alone Source 2 so this is a bit of a baptism of fire for me. However, I'm impressed with the performance in VR as I've put quite a complex scene together and it's handling it very well. The Hammer Editor seems very intuitive too.

I'll follow your suggestion and take a look at triggering animations through code.
The author of this thread has indicated that this post answers the original topic.
eerieone 21 Nov, 2024 @ 9:45am 
Sorry for necro´ing the thread, but just in case somebody stumbles over the same problem, here´s the solution:

The random animation switch only considers sequences tagged with "ACT_IDLE"
From the Documentation:
Note: Will only select from animation $sequences linked with ACT_IDLE if they exist.

Using SourceOps in Blender, the exported sequences were tagged ACT_VM_IDLE, so my animations were ignored.

So, make sure your sequence have the correct activity assigned, like this:
$sequence "dying" {
"anims/dying.SMD"
fps 24
frames 0 130
loop
activity "ACT_IDLE" 1
}
IanL 21 Nov, 2024 @ 10:13am 
Thanks for the feedback eerieone. I ended up handling it through code but that's handy to know for anyone wanting to do this.
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