View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004886 | The Dark Mod | Animation | public | 26.09.2018 18:18 | 11.02.2024 05:13 |
Reporter | VanishedOne | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | new | Resolution | open | ||
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 | animation | ||||
Attached Files | |||||
"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.) |
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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 |