Panel becoming unaligned after parent model animates
Quote from Kasc on May 30, 2011, 11:28 amAs you can see in these screenshots, the panel is fine before the animation and looks as if nothing is there, but when the animation moves it becomes slightly unaligned...
Before:
http://cloud.steampowered.com/ugc/54064 ... 345616DB7/After:
http://cloud.steampowered.com/ugc/54064 ... 078512740/
http://cloud.steampowered.com/ugc/54064 ... 768795117/
http://cloud.steampowered.com/ugc/54064 ... 3FF58F673/
http://cloud.steampowered.com/ugc/54064 ... 3829C682D/The animations on the arm64x64_interior are:
Initial - ar_laserplatform_angle_02up_idle
Move up - 90deg_out_cornerback
Move down - 90deg_in_cornerbackAny help appreciated :s
As you can see in these screenshots, the panel is fine before the animation and looks as if nothing is there, but when the animation moves it becomes slightly unaligned...
Before:
http://cloud.steampowered.com/ugc/54064 ... 345616DB7/
After:
http://cloud.steampowered.com/ugc/54064 ... 078512740/
http://cloud.steampowered.com/ugc/54064 ... 768795117/
http://cloud.steampowered.com/ugc/54064 ... 3FF58F673/
http://cloud.steampowered.com/ugc/54064 ... 3829C682D/
The animations on the arm64x64_interior are:
Initial - ar_laserplatform_angle_02up_idle
Move up - 90deg_out_cornerback
Move down - 90deg_in_cornerback
Any help appreciated :s
Quote from Another Bad Pun on May 30, 2011, 11:57 amYou could always put the button on top of a pedastool like this:
You could always put the button on top of a pedastool like this:
Quote from tungsten on May 30, 2011, 2:54 pmCould it have something to do with the animations you're using? Maybe the default animation and the last frame of your close animation on the arm don't actually end in the same place?
Could it have something to do with the animations you're using? Maybe the default animation and the last frame of your close animation on the arm don't actually end in the same place?
Quote from p0rtalplayer on May 30, 2011, 5:32 pmlooks like the 90deg_cornerback one doesn't end in the same place as the idle one. Look for a different idle animation to match the cornerback one.
looks like the 90deg_cornerback one doesn't end in the same place as the idle one. Look for a different idle animation to match the cornerback one.
Quote from Kasc on May 30, 2011, 6:13 pmI'm not setting the animation to idle, I'm telling the animation to stop on the last frame, unless the last frame isn't at the right point?
I'm not setting the animation to idle, I'm telling the animation to stop on the last frame, unless the last frame isn't at the right point?
Quote from Another Bad Pun on May 30, 2011, 8:31 pmKasc wrote:I'm not setting the animation to idle, I'm telling the animation to stop on the last frame, unless the last frame isn't at the right point?AHA!
The last frame of animation in the open animation should be one frame before idle!
So instead of just making the arm move by using setanimation,(open animation..)
Do this:
On trigger- (Arm_name)- setdefultanimation- idle- 0.0 seconds
On trigger- (Arm_Name)- setanimation- (moving_arm_animation_here)-0.0 seconds
You would think that setting the defult animation would overwrite the animation you want to play, but when you play an animation it lets it play and then goes back to the defult animation. And yes I'm too lazy to look at the specific animations you listed even though their right in front of me... But you should be able to place them in yourself.
Lol I think I just wasted five minutes of my life typing the solution to something that may not be the problem at all
AHA!
The last frame of animation in the open animation should be one frame before idle!
So instead of just making the arm move by using setanimation,(open animation..)
Do this:
On trigger- (Arm_name)- setdefultanimation- idle- 0.0 seconds
On trigger- (Arm_Name)- setanimation- (moving_arm_animation_here)-0.0 seconds
You would think that setting the defult animation would overwrite the animation you want to play, but when you play an animation it lets it play and then goes back to the defult animation. And yes I'm too lazy to look at the specific animations you listed even though their right in front of me... But you should be able to place them in yourself.
Lol I think I just wasted five minutes of my life typing the solution to something that may not be the problem at all
Quote from Another Bad Pun on May 30, 2011, 8:46 pmWhat the heck I just noticed that the title reads, "Panel Not Becoming Unaligned after parent model activates." Which means theirs no problem.
Edit: BTW no one can say I double posted because I just edited this post.
What the heck I just noticed that the title reads, "Panel Not Becoming Unaligned after parent model activates." Which means theirs no problem. 
Edit: BTW no one can say I double posted because I just edited this post. 
Quote from tungsten on May 31, 2011, 3:40 pmp0rtalplayer wrote:looks like the 90deg_cornerback one doesn't end in the same place as the idle one. Look for a different idle animation to match the cornerback one.I think this is the issue. The default animation is set to ar_laserplatform_angle_02up_idle, right? And that's what you used to line up everything in hammer? But when you run the open close animations, it doesn't end in the same place. Is HoldAnimation set? Because if so, it won't go back to the ar_laserplatform_angle_02up_idle when it's done with the close animation.
I think this is the issue. The default animation is set to ar_laserplatform_angle_02up_idle, right? And that's what you used to line up everything in hammer? But when you run the open close animations, it doesn't end in the same place. Is HoldAnimation set? Because if so, it won't go back to the ar_laserplatform_angle_02up_idle when it's done with the close animation.
