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IDProjectCategoryView StatusLast Update
0004886The Dark ModAnimationpublic11.02.2024 05:13
ReporterVanishedOne Assigned To 
PrioritynormalSeveritynormalReproducibilityalways
Status newResolutionopen 
Product VersionTDM 2.06 
Summary0004886: Armed skeleton animates incorrectly when starting sitting
DescriptionIn the attached image, the left-hand armed skeleton (between the Revenant and beggar) has "sitting" "1" set. The head is detached from the neck, the arms are outspread and the ribcage is incorrectly oriented.

The one on the right targets a path_sit node instead. It looks fine, but if I remove the angle spawnarg on the node that caused it to turn before sitting, it exhibits the same problem.

I replaced these skeletons with unarmed versions and they didn't exhibit the problem, so the cause may have something to do with the weapon attachment.
Tagsanimation
Attached Files
skeleton_anim.png (1,779,865 bytes)

Activities

VanishedOne

VanishedOne

04.03.2019 23:35

reporter   ~0011668

Last edited: 04.03.2019 23:43

"draws_weapon" "0" makes the glitch disappear, so it does seem to be related to the weapon attachment.

(By default "draws_weapon" "1" is set, and on map load a standing armed skeleton will perform a sheathing animation. With "draws_weapon" "0" the sword is already sheathed. Revenants aren't affected because they don't use draws_weapon; their swords are attached to their hands rather than their hips, and never get sheathed. But an armed beggar also has "draws_weapon" "1" and always seems to start with his weapon sheathed; I don't know why skeletons behave differently.)

Issue History

Date Modified Username Field Change
26.09.2018 18:18 VanishedOne New Issue
26.09.2018 18:18 VanishedOne File Added: skeleton_anim.png
04.03.2019 23:35 VanishedOne Note Added: 0011668
04.03.2019 23:43 VanishedOne Note Edited: 0011668
11.02.2024 05:13 Fiver Tag Attached: animation