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#1 |
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Playing character animations from a ukx file
Okay, this has got to be an easy one, there's something really stupid that I'm missing...
I'm trying to specify a set of movement animations (among other things) from a character animation file. Now, I've looked in the xPawn class and it seems that all they do is load the appropriate file via Code:
defaultproperties
{
Mesh=mesh'CharacterAnims.CharacterMesh'
MoveAnims(0)=NameOfAnimation
etc..
}
Code:
#exec OBJ LOAD FILE=CharacterAnims.ukx Log: PlayAnim: Sequence 'NameOfAnimation' not found for mesh 'CharacterMesh'. I've opened CharacterAnims.ukx in ued and I assure you that it is there. What gives? Last edited by mjcramer; 5th Jan 2004 at 05:04 PM. |
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#2 |
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You can't just use any animation for a mesh, the animation must also belong to the mesh. For example, some of the animations that were done for some other meshes (take the Gorge model for the intro) can't just be applied onto the player models. Thus not only do you have to take care on what animations you choose but also what mesh you wish to apply onto the animation.
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#3 | |
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Quote:
. Anyway it turns out the problem was with a corrupted art file. I had the animations rebuilt and now they work. Thanks for your response...
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