
SeanTheLawn
Joined: Sep 4, 2007
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Posted: Nov 1, 2009 12:27 AM
Msg. 1 of 5
Well recently I've been working on a custom biped, and I've been having a bunch of problems with it. My newest problem is getting the asleep-idle animation to work. I'm pretty sure the model_animations are set up correctly so I'm not sure what's wrong here. Basically when it's set to "sleeping", the biped just plays the normal idle animation instead of the asleep-idle animation. Here's my model_animations tag: 
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 1, 2009 01:34 AM
Msg. 2 of 5
Dun know if it matters, but try copying the looking/aiming screen bounds from the grunt animations. Also make sure the animation is JMA. And to check to see if the asleep animations work, just place the biped somewhere in Sapien, and it should spawn asleep, like the grunts. 
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SeanTheLawn
Joined: Sep 4, 2007
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Posted: Nov 1, 2009 02:27 AM
Msg. 3 of 5
Quote: --- Original message by: Advancebo Dun know if it matters, but try copying the looking/aiming screen bounds from the grunt animations. Also make sure the animation is JMA. And to check to see if the asleep animations work, just place the biped somewhere in Sapien, and it should spawn asleep, like the grunts.
Ok I tried what you said with the looking/aiming screen bounds, and then I put a biped in-game. No luck, it still only plays the normal idle animation instead of the sleeping animation. Any other ideas?
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 1, 2009 02:32 AM
Msg. 4 of 5
Try naming the animation to "asleep unarmed idle"
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SeanTheLawn
Joined: Sep 4, 2007
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Posted: Nov 1, 2009 02:51 AM
Msg. 5 of 5
Weird, I fixed it by changing the standing idle animation to the sleeping one. Whatever, problem solved. Thanks anyway Advancebo
EDIT: Nope, that can't be right. Now it keeps playing the sleeping animation at random times... This isn't right... Edited by seanthelawn on Nov 1, 2009 at 05:37 PM
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