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jing.c avatar image
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jing.c asked jing.c commented

Question about how to apply a new bone animation

I had met a question about adding a new bone animation.

What I want to do is that the operator will do a "push button" animation after he go to operate a processor.

I insert a TASKTYPE_STARTANIMATION task after the operator get to the processor the code you can find in OnTaskRecieve trigger, and add a new "push" as NO.4 animation in operator (BTW, I have to make the new clip rank top or I can not add the new clip to the new animation) .

Then I found the operator will move always doing "push button", and I have no idea why it would be this.

Any help will be appreciated.

animationerrorv16.fsm

FlexSim 16.0.1
operatoranimationclip
5 |100000

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1 Answer

Sam Stubbs avatar image
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Sam Stubbs answered jing.c commented

So your main problem is that you set the Push animation up as the Top rank, which means that every animation that's calling the Operator to walk is now your new animation. And all the other animations have been shifted from their default ranks. So first you need to go into Animation window of the Operator, and change / make sure that your Push animation clip is ranked 4. Then you select the Push animation from the dropdown menu, and select the keyframe of the animation. Then over on the right in the quick properties from THERE you can designate the push animation as "clip4" or whatever your clip is called.

Additionally, instead of putting the "inserttask" command in the Operator's OnRecieveTaskSequence trigger, In the Processor's properties window, under the Pick Operator Field you can drop down to Task Sequence Example. You will want to add the inserttask command in here for the animations.

I've reattached the updated model: 1244-animationerrorv16.fsm


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jing.c avatar image jing.c commented ·

Exited! that is what I want to do!

Many thanks!

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