Ok, heres a simpler example of whats happening...
I tried using this code to switch the animation from idle to walking...
The model switches to each animation and the animating text shows 1, the animation length text changes to represent the different number of frames for each animation, the animation seq # text changes to show that the correct sequence is actually loaded, but the model is not animating. He just changes to the first frame of each animation and stays there .
It seems the only time the animation actually plays is when I press and hold the right bracket key. Why cant I switch the playing animation using a flag or boolean variable in the main loop so that the animation will play the selected animation until the flag variable is changed? lol.
I tried using this code to switch the animation from idle to walking...
If KeyDown(27) If AnimSeq(mesh_3ds)=0 Walk = 1 EndIf Else If AnimSeq(mesh_3ds)=1 Walk = 0 EndIf EndIf If Walk = 1 Then Animate mesh_3ds,1,1,1 If Walk = 0 Then Animate mesh_3ds,1,.5,0
The model switches to each animation and the animating text shows 1, the animation length text changes to represent the different number of frames for each animation, the animation seq # text changes to show that the correct sequence is actually loaded, but the model is not animating. He just changes to the first frame of each animation and stays there .
It seems the only time the animation actually plays is when I press and hold the right bracket key. Why cant I switch the playing animation using a flag or boolean variable in the main loop so that the animation will play the selected animation until the flag variable is changed? lol.