tipforeveryone Posted June 25, 2016 Share Posted June 25, 2016 Hi everyone, I have a character model with an animated arm. I want character's neck bone to rotate following my mouse look rotation. Everything seems to be ok if I don't use entity:SetAnimationFrame, character head rotates nicely. But when I apply entity:SetAnimationFrame to animate the arm, I can't control neck bone anymore. Animation of character's arm is normal. How can I seperate animated arm bone from neck bone to use both animation and manual control Quote Link to comment Share on other sites More sharing options...
tipforeveryone Posted June 25, 2016 Author Share Posted June 25, 2016 Accidently, I found out how to solve this. when using Entity:SetAnimationFrame, adjust blend value from 0 to 0.1 and it is done! bone:SetAnimationFrame(Time:GetCurrent(),0.1,"animation name") Quote Link to comment Share on other sites More sharing options...
macklebee Posted June 25, 2016 Share Posted June 25, 2016 Actually all you did was change the interpolation value between frames and that typically is used to blend sequences from one to another or together. While this may work for what you are attempting, another way would be to not animate the bone in question. This would be determined by the skeleton hierarchy. If the bone you are wanting to manipulate is a child of another bone then just animate the parent bone and not the child by setting the recursive parameter in Entity:SetAnimationFrame() to false. 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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