While I'm no "bones" expert, it looks what you are trying to do should work by doing a:

ent_animate(entity,frame,pct,0); // Set the frame to the pct.
ent_bonerotate(entity,"spine",vector(10,0,0)); // To twist (pan) the spine 10 deg

Although base on what I think you are talking about, you want to have a seperate animation from upper body (like aiming a gun), and one for lower body (like running), and blend the two.

If you make an upper body one where at 0 percent its aimming left, and 50% its middle, and 100% its right. And a lower body which cycles the run. You should be able do to something like this:

ent_animate(entity,"run",run_pct,ANM_CYCLE);
ent_animate(entity,"aim",aim_pct,ANM_ADD);

And that should do the same thing (without having to do the bone math yourself).


Never argue with an idiot. They drag you down to their level then beat you with experience