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Posted

When my character is strafing and moving I want to rotate the hip bone by 45 degrees and the spine bone 15 degrees. So I find these bones and after the correct animation is played I do the rotation but the bones never rotate. It looks to me that the animation is overriding my bone rotation. How can I do this manual bone rotation while still playing animations?

Posted

I must be doing something wrong then. Here is the chunk of code I have. The idea is if I'm running forward and strafing, to rotate the hips.

 

if self.moveDir == self.dir.Forward then
   if self.shooting == true then
       self.animMgr:SetAnimationSequence(self.seq.RunShoot, .5, 100)
       self.animMgr:SetAnimationSequence(self.seq.ShootStand, 3, 0, self.spine)
   else
       self.animMgr:SetAnimationSequence(self.seq.Run, .5, 100)
   end

   -- this might not be needed but it rotates hips when moving diagonally
   if self.strafeDir == self.dir.Left then
       self.hips:SetRotation(Vec3(0, -45, 0), false)
   elseif self.strafeDir == self.dir.Right then
       self.hips:SetRotation(Vec3(0, 45, 0), false)
   end
end

Posted

Making a new post because if I edit the above the stupid code formatting goes away and I'm not indenting it again :)

 

If I comment out the animation lines then the lower body does rotate. So I'm taking the assumption it's not rotating because of the animation.

Posted

Although I'm using c++, my code looks very similar to yours:

 

__super::UpdateAnimation(this);

Leadwerks::Entity* ent = model->FindChild("Bip01_Spine1");
if (ent)
{
  ent->SetRotation(Vec3(0,0,rotation.x), false);
}

 

I can't spot anything wrong within your code, maybe this is something lua specific.

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