Posted By: 3run
Blend 2 animations - 06/26/12 03:43
I've found out that in first half-life there are only two animations for making player aim up and down, so at the end, they just blend between them and that makes character aim at the center. I tried to do something like that myself as well, but I failed by getting some weird results Here are the screens of the positions:So what I want now, is to blend between those animations, and make character aim straight forward.
I used to blend between three animations, when my model had additional "aim_center" animations..
But I need to do this without a third animation, I wonder maybe someone has an idea.
Here is the code I try to use currently:
Quote:
aim up:
aim down:
aim down:
I used to blend between three animations, when my model had additional "aim_center" animations..
But I need to do this without a third animation, I wonder maybe someone has an idea.
Here is the code I try to use currently:
Code:
function blend_test(){ // aim at the center: my.skill5 = 50; // main loop: while(1){ // rest animations: ent_animate(my, NULL, 0, 0); // go throw the animations: my.skill2 += time_step * 2; // blend between animations via Q and E keys: my.skill5 += key_q - key_e; my.skill5 = clamp(my.skill5, 0, 100); // if skill5 is less than 50 % then we aim up: if(((50 - my.skill5) * 2) > 0){ my.skill3 = (50 - my.skill5) * 2; } // if skill5 is more than 50 % then we aim down: if(((50 - my.skill5) * 2) < 0){ my.skill4 = abs((50 - my.skill5) * 2); } // blend animations: ent_blendframe(my, my, "aim_up", my.skill2, my.skill3); ent_blendframe(my, my, "aim_down", my.skill2, my.skill4); wait(1); } }