Arcturus Posted October 6, 2025 Report Posted October 6, 2025 While I was trying to fix the 'turning' animations, I experimented with different values in tdm_ai_base.script file. Here's what it looks like when blending between animations is set to 24 frames. I I replaced all values in the file wholesale. 1 Quote It's only a model...
datiswous Posted October 6, 2025 Report Posted October 6, 2025 (edited) How/what was it previously? I don't know what I'm supposed to see. Edit: Could it be that the change from one animation to the other (in this case a reaction on an attack) is less abrupt because it is slower? Edited October 6, 2025 by datiswous 1 Quote
Popular Post Arcturus Posted October 7, 2025 Author Popular Post Report Posted October 7, 2025 All consecutive animations get blended together. You can change duration of transition in frames. It's the number after comma. For example: animState( ANIMCHANNEL_LEGS, "Legs_TurnLeft", 18 ); There are hundreds of those and changing some of them may break things of course. E.g. combat animations. Although at "18" combat seems to work. Here's a slightly lower number (18 frames). The randomly played idle animations are blended a lot more smoothly while NPCs walk too. Also the random head and shoulder turns that are driven by code. 5 Quote It's only a model...
Arcturus Posted October 13, 2025 Author Report Posted October 13, 2025 This is what transition from run to walk looks like with current values. It's strange, because path corners are in the middle but he stops running pretty early. 1 Quote It's only a model...
datiswous Posted October 14, 2025 Report Posted October 14, 2025 Yep. I got used to this in missions, but seeing it here it does look weird. Quote
Arcturus Posted October 17, 2025 Author Report Posted October 17, 2025 "path_anim" has those two properties: blend_in blend_out "path_cycleanim" has by default blend_in property. In both cases they don't seem to be doing anything. By changing values in tdm_ai_base.script one can change transitions from e.g. walk to run, but is there a way to control transitions between idle animations at all? 1 Quote It's only a model...
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