I'm having issues with Character movement.
I understand it's based off of the SRB. I moved the SRB forward on the Y-Axis in my animation.
So basically, at the start of my animation in 3dsmax, key 0 has the Y Position of the SRB set to 0, by frame 33(the end of my run animation) the SRB is at Y position -1.113m.
When I export the animation and upload to the repository for testing the character does move, but it does not move until the full animation is completed....
I'm uploading a video and will edit this post with it's URL so you can see what I mean.
Here are all my scripts related to the Run Animation.
ANIMATIONSET.dat!
!
Version=1
[SEQUENCES]
idle
Jump
Run
Walk
BasicHM.aas! biped control
!
!this is a super basic template to start with
!add more stuff and make it do something neat!!
channels
{
AnimAllBody
}
inputs
{
animation = Idle
// Basic inputs used by the HeroEngine_ACCController
BaseMode = Normal, Combat
BasePosture = Idle, Turning, Moving, Prone, Dead, Sitting, Kneeling, Alive, Climbing
OverridePosture = None, Jumping, Landing, Falling, Dead, Knockback, ResurrectTarget
MoveType = Normal, Swim
IdleType = Normal
MoveDirection = Forward, Backward
TurnDirection = None, Right, Left
TurnAmount = None, T45Degrees, T90Degrees, T135Degrees, T180Degrees
variable AlreadyTurning = true, false
variable CurrentMotion = Idle, TurningLeft, TurningRight, Forward, Backingup, CombatMove
}
transition OverridePosture
{
from None to Jumping = DoJump
}
action DoJump
{
anim "Jump"
blend 1
hold 1
looping false
FreezeLastSequence true
}
action Default
{
set(1) AnimAllBody
{
when OverridePosture
{
is Jumping:
anim "Jump"
blend 1
hold 1
looping false
FreezeLastSequence true
stop
is Falling:
anim "Jump"
blend 1
hold 1
looping false
FreezeLastSequence true
stop
is Landing:
anim "idle"
blend .1
hold .5
looping false
stop
}
when BaseMode
{
is Combat:
when BasePosture
{
is Idle:
when MoveType
{
is Normal:
anim "idle"
DEFAULT:
anim "idle"
}
align False
blend 0.25
hold 0.25 seconds recycle
looping True
change AlreadyTurning to false
change CurrentMotion to Idle
is Turning:
when TurnDirection
{
is Left:
change CurrentMotion to TurningLeft
is Right:
change CurrentMotion to TurningRight
}
change AlreadyTurning to true
is Moving:
when MoveDirection
{
is Forward:
when MoveType
{
is Normal:
anim "Run"
DEFAULT:
anim "Run"
}
blend 0
hold 0 seconds
change CurrentMotion to Forward
is Backward:
when MoveType
{
is Normal:
anim "Run"
DEFAULT:
anim "Run"
}
blend 0
hold 0 seconds
change CurrentMotion to Backingup
}
looping True
change AlreadyTurning to false
}
}
}
}
Run.asq!
! Animation Sequence Spec: Run
! 06/23/2013 15:06
!
Version=1
[ABILITIES]
Apply Animation
.Animation=Run.hgm
.InitialSpeed=1
.InitialLoop=True
.InitialAlign=False
.Preload=False
EDIT Here's the video
http://www.youtube.com/watch?v=__foPUQjgv0&feature=youtu.be