I'm working on a UT2K4 model which flies while running. (A gargoyle with flapping wings.) This is fine up to a point, except when UT blends the rifle & biggun burst & aimed animation with the "running" animation. The problem is that the garoyle's body at this point is horizontal, but the blending appears to take the animation at the mapped joints (spine, rshoulder, lfarm, etc.) and replace it rather than adjust it for the character's orientation. Which means that the character fires facing the ground rather than in the direction defined in the main animation.
I tried adjusting RunF's orientation in UEd (Sequence tab), attaching Bip01 to the main pivoting joint (sort of like in Magdalena), and by removing all attachment points except the head and two hands.
Any thoughts?
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