Could you be a little more specific? I don't know what 'link to the source' means. I am using The udkc tutorial "crash course on animtrees (video 8)" and the way he shows us to achieve it, simply doesnt work, producing the error described above. I can see your solution is obviously the one that works, but I guess I lack the all round knowledge to comprehend what you mean in terms of the actual method. I don't need a click for click walkthrough or anything, but could you tell me what you mean by this? I can code UnrealScript and I dont really use kismet, so I imagine I could understand it readily or if anyone else knows what they mean by this.. please enlighten me. Thanks
Originally Posted by Kedlar
Ok, I think I figured it out, got it working for my custom Pawn Class (Derived from UDKPawn not UTPawn).
Here is how I did it:
First you probably notice I put my blendby Slot Active after my STANDING posture blend, once I get standing working I will
add for all the other postures the same way.
So when its first loaded up, its playing thru the fullbody slot -> Idle/Walking/Running(depending
on speed) and what we want is once we give my Pistol weapon to the pawn,
he will blend the fullbody's idling,walking,or running with RPistol_Idle through the TopBodySlot....
Basically raising his right arm and gradually moving it about.
You'll notice the animation RPistol_Idle has no AnimNodeSequences in the tree, BUT it is in the AnimSet already.
Soooo how do we 'link it to the animation' hehehe.. I think I know now...
In my pawns (PKPawn fyi) PostInitAnimTree..
Here you can see I've defined the slots and my aimnode that controls the bending when pawn looks around.
simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
if (SkelComp == Mesh)
AimNode = AnimNodeAimOffset( mesh.FindAnimNode('AimNode') );
FullBodyAnimSlot = AnimNodeSlot(Mesh.FindAnimNode('FullBodySlot'));
TopHalfAnimSlot = AnimNodeSlot(Mesh.FindAnimNode('TopHalfSlot'));
AimNode.SetActiveProfileByIndex(1); // 0 No weapon.. 1 RPistol
Normally, once I Give the weapon to the pawn I would call the PlayCustomAnim on the TopHalf, Im doing it here to test it right now though
I also set the AimNode Profile to the second one I made (index= 1) which includes movement for the clavicle, this would also be called after giving the weapon to the player, but again, im testing it here.
IT worked! The pawn knew which animation I wanted to play and how to blend it with the lower half. I dont feel so silly now. I hope this helps the others who were having the same problem.