Hi everyone,
I'm working on an animation for my 3d character.
I have the "kneel down" animation, the character goes down, and "kneel_up", the character stands up.
Between the two animations I would put a actor.Talk and a Game.TakeItem.
My issue is that as soon as the first animation ends the character switches to the "idle" condition for a moment and then second animation starts.
The visual effect is of course unwatchable, between the two animations you see the character who stands up (idle) and back down before making the second animation (kneel_up).
If I do not put instructions between the two animation, sequence is clean, the character goes down and stands up without unexpected frames.
I have tried several ways, with Async mode, with a while loop and IsAnimPlayer, with SetAnimTransitionTime but the results are not what you expect.
I can't add an action of any kind between the two animations without the character jumps to the condition "idle" before making the second animation.
Actually I've got some results assigning IdleAnimName = "kneel up" during the first animation and I restore IdleAnimName = "idle" during kneel_up animation, but is hazardous, if something goes wrong the character remains with wrong idle animation.
Some idea?