Sir_Skurpsalot Posted June 2, 2020 Share Posted June 2, 2020 If playing a non-blended sequence on a player called from a weapon image's stateShapeSequence, is there any good method to stop it and return to the normal engine-selected looping pose animations? They seem to just stay stuck on the last frame. Quote Link to comment Share on other sites More sharing options...
Duion Posted June 2, 2020 Share Posted June 2, 2020 Not exactly sure what you mean, but I use "reset frames", when making all animations on a single timeline, this means, when making a new animation I reset the bones first, so my new animation will not blend with a frame of another animation.Another approach is to use the state machine system and have it reset to something else, so the animation no longer plays, in your case you may need an extra weapon image idle animation or so which it can reset to.Otherwise you may need to explain your issue further and post a screenshot or so. Quote Link to comment Share on other sites More sharing options...
Sir_Skurpsalot Posted June 3, 2020 Author Share Posted June 3, 2020 Your second solution applies to what I was talking about, and after much experimentation today seems to be the only way to reset the players animation back to a root pose after playing a non-blend sequence set by stateShapeSequence.... thanks Quote Link to comment Share on other sites More sharing options...
Duion Posted June 3, 2020 Share Posted June 3, 2020 The state machine should always return to root or idle sequence if nothing is happening, in the default engine you cann even set the weapon animation manually, it will always be one of the state machine states. Quote Link to comment Share on other sites More sharing options...
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