View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0004886||The Dark Mod||Animation||public||26.09.2018 18:18||04.03.2019 23:43|
|Product Version||TDM 2.06|
|Summary||0004886: Armed skeleton animates incorrectly when starting sitting|
|Description||In 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.
|Tags||No tags attached.|
skeleton_anim.png (1,779,865 bytes)
"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.)