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gesture while locomotion active
September 11, 2014
6:28 am
Forum Posts: 8
Member Since:
August 3, 2014
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I've noticed that if I trigger a gesture while the character is still trying to reach a location, the skeleton is completely scrambled. E.g. 

<locomotion target="0 0 0"/>

#wait 2 sec

<gesture name="ChrBrad@Idle01_Guitar01"/>

I've tried to stop the locomotion with bml.interruptCharacter(...), but this seems to have no effect on locomotion commands.

Is there a way to solve this issues without the need of a location-reached call-back?

September 11, 2014
11:50 pm
Forum Posts: 983
Member Since:
December 1, 2011
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Just tried it out; yup, it's pretty messed up...

The locomotion is done by running a set of blends (combinations of motions, about 20 total). The controller that manifests the gesture runs after the locomotion controller, and overwrites it. There is some code that checks to see if the character is locomoting, and if so, runs the gesture on top of (replaces) the existing motion for the upper body. It looks like that process is not working properly, and giving strange results. I'll need to look at this.


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