(Resolved) SetAnimation Zscript error with IQM's

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BondoJames
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Joined: Wed Sep 28, 2022 12:46 pm
Graphics Processor: nVidia with Vulkan support

(Resolved) SetAnimation Zscript error with IQM's

Post by BondoJames »

I'm working with iqm models and animations, and I'm trying to learn the SetAnimation function. I made sure to set my models up correctly. I've set the zscript to version "4.12", the model file has more than one animation saved into it, I've included the BaseFrame keyword in the MODELDEF file, and I've set the +DECOUPLEDANIMATIONS flag in my zscript actor. However, I get this error every time.
Spoiler:
My zscript
Spoiler:
The animations work when I set the frames up manually, so I know the animations are there. Not much documentation yet on these features so I'm at a loss here.
Last edited by BondoJames on Wed Jul 03, 2024 2:49 pm, edited 1 time in total.
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ramon.dexter
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Re: SetAnimation Zscript error with IQM's

Post by ramon.dexter »

Well, I think you cannot call the animations like this, but rather somewhere in PSPrite.Tick() overrides. But since these function are yet mostly undocumented, it's hard to say how to handle it...
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Nash
 
 
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Re: SetAnimation Zscript error with IQM's

Post by Nash »

@BondoJames: for calling stuff from weapons, try A_SetAnimation.
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BondoJames
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Re: SetAnimation Zscript error with IQM's

Post by BondoJames »

Nash wrote: Wed Jul 03, 2024 6:02 am @BondoJames: for calling stuff from weapons, try A_SetAnimation.
oh my god, thank you. Every action function works that way, don't know how I missed that!
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