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Posted

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.

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It's only a model...

Posted (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 by datiswous
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Posted

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.

image.thumb.png.e0e16a77df248a4db5cf87505a81abda.png

 

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It's only a model...

Posted

"path_anim" has those two properties:

blend_in

blend_out

image.png.ab3902eaa2c5d2e7487115da5b7ebc12.png

"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?

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It's only a model...

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