Turning Animated models into static models - How do I avoid the 'Dead' state?
Soul_Rider
Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
in Modding
Ok, so I've finally realised that the problem with models in GorgeCraft is that they are 'Dead'. The Crag was confusing, but when it happened to the Shade as well, the pose was unmistakable:
The question is, how can I set the animation/model state to be 'built'. I have tried setting the animation manually, but this does not work.
I am sure this has been solved previously, but my powers of search have failed me. I remeber a mapper somehow solving the problem in their ready room. Any tips would be great.
In case you are wondering why they are showing the 'dead' animation, it is because they are just being used as static models in my mod.
The question is, how can I set the animation/model state to be 'built'. I have tried setting the animation manually, but this does not work.
I am sure this has been solved previously, but my powers of search have failed me. I remeber a mapper somehow solving the problem in their ready room. Any tips would be great.
In case you are wondering why they are showing the 'dead' animation, it is because they are just being used as static models in my mod.
Comments
Search "built" with quotes.
I was just about to post my method. Thanks for the advice
It turns out that if you want to set an animations model state, you have to set multiple animation states at once. There is livemixin, which sets the animation to alive. Then the constructmixin sets states to built and active.
Here is the working code for the shade:
I don't understand why you need to set 3 animation states, that to me seems very confusing. An animation state should include everything relevant, at least, in my head
Can you explain why multiple animation states are needed?