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Is your feature request related to a problem? Please describe.
MTA SA doesn't support partial animations. My issue relates with issue #3055 and #2733.
Describe the solution you'd like
Add more optional arguments to setPedAnimation, making possible to move specific bone IDs without changing other animations behaviors and blanding posterior setPedAnimations in with this one. Making possible the use of more animations at the same time or using animations with walkstyles. Some examples:
Command example 1: setPedAnimation (ped thePed ... ...[boolean partialAnim, int bone id, int bone id, ...])
Command example 2: setPedAnimation (ped thePed ... ...[boolean partialAnim, bone(int, int, int....)/int bodygroupID ] ) --> idk if it's possible just to throw a set of bone ids like that. it would be easier because some animations can animate more bones. it would also be cool if there was a way to bodygroup bones inside MTA's code beforehand, so it's easier for scripters to use this new feature. So upperbody = bones X, Y,Z, ... , W for example.
Whenever partialAnim is set to true it'll be apply this animation only for these bones and leave the rest free to play a walkstyle for example. We could also play it while playing another animation like "weapon_crouch". it would also enable moving during the animation.
Describe alternatives you've considered
Add an function that enables the blend of specific animations with walkstyles only.
setPartialAnimation (string AnimName/IFP file name, int BoneID of all bones it'll be playing on)
Is your feature request related to a problem? Please describe.
MTA SA doesn't support partial animations. My issue relates with issue #3055 and #2733.
Describe the solution you'd like
Add more optional arguments to setPedAnimation, making possible to move specific bone IDs without changing other animations behaviors and blanding posterior setPedAnimations in with this one. Making possible the use of more animations at the same time or using animations with walkstyles. Some examples:
Command example 1: setPedAnimation (ped thePed ... ...[boolean partialAnim, int bone id, int bone id, ...])
Command example 2: setPedAnimation (ped thePed ... ...[boolean partialAnim, bone(int, int, int....)/int bodygroupID ] ) --> idk if it's possible just to throw a set of bone ids like that. it would be easier because some animations can animate more bones. it would also be cool if there was a way to bodygroup bones inside MTA's code beforehand, so it's easier for scripters to use this new feature. So upperbody = bones X, Y,Z, ... , W for example.
Whenever partialAnim is set to true it'll be apply this animation only for these bones and leave the rest free to play a walkstyle for example. We could also play it while playing another animation like "weapon_crouch". it would also enable moving during the animation.
Describe alternatives you've considered
Add an function that enables the blend of specific animations with walkstyles only.
setPartialAnimation (string AnimName/IFP file name, int BoneID of all bones it'll be playing on)
Additional context
What would the end result ingame be like:
https://www.youtube.com/watch?v=ja-C9VcNyKw&t=85s
Example 2:
https://youtu.be/akOPpQZ0b5A?t=309
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