yopu could use something like
if not animating then use blahh sequence.
blahh sequence would be the still pose or idle. it works fine for me.I lalso used a tween on the still sequence so every other sequence blends between it.
player_model=LoadAnimMesh( "models\stitch.b3d" )
walk=ExtractAnimSeq (player_model,0,16);sequence 1
still=ExtractAnimSeq (player_model,17,17);sequence 2
jump=ExtractAnimSeq (player_model,18,38);sequence 3
;This is go forward
If KeyDown(30) ; forward
If Animating(p\model)=p\walk
Animate p\model,3,.7,1
;this is if not animating
If Not Animating (p\model)
Animate p\model,3,0,2,5;stopped/idle
EndIf
the five at the end tells it to blend or tween animations
probably a better way to do it , but it worked for me
if not animating then use blahh sequence.
blahh sequence would be the still pose or idle. it works fine for me.I lalso used a tween on the still sequence so every other sequence blends between it.
player_model=LoadAnimMesh( "models\stitch.b3d" )
walk=ExtractAnimSeq (player_model,0,16);sequence 1
still=ExtractAnimSeq (player_model,17,17);sequence 2
jump=ExtractAnimSeq (player_model,18,38);sequence 3
;This is go forward
If KeyDown(30) ; forward
If Animating(p\model)=p\walk
Animate p\model,3,.7,1
;this is if not animating
If Not Animating (p\model)
Animate p\model,3,0,2,5;stopped/idle
EndIf
the five at the end tells it to blend or tween animations
probably a better way to do it , but it worked for me