So, I understand that to do multiple animations, you have to create subparts consisting of geometry. My goal is to have the upper joints for subpart Upper draw back a bow while the lower walks with the subpart Lower. The implementation of this gets really screwy.
Here is the video from blender of the two animations layered together
Here is what it looks like both in pview and in the game itself
Lastly, I should note that I made sure to exclude Upper and Lower subparts from all joints used in one versus the other. Additionally, I added the overlapping logic to insure they were all separate and can be seen in the following code
self.actor.makeSubpart(“Upper”, includeJoints=[‘Head’, ‘Neck’, ‘Chest’, ‘Mid’, ‘Shoulder_R’, ‘Arm_R’, ‘Forearm_R’, ‘Hand_R’, ‘Fingers_1_R’, ‘Fingers_2_R’, ‘Thumb_R’, ‘Elbow_R’, ‘Bow’, ‘Bow_String’, ‘Arrow’, ‘Cape_1’, ‘Cape_2’, ‘Cape_3’, ‘Cape_4’, ‘Shoulder_L’, ‘Arm_L’, ‘Forearm_L’, ‘Hand_L’, ‘Fingers_1_L’, ‘Fingers_2_L’, ‘Thumb_L’, ‘Elbow_L’, ‘Quiver’],excludeJoints=[‘Stomach’, ‘Thigh_R’, ‘Calf_R’, ‘Foot_R’, ‘Toe_R’, ‘Knee_R’, ‘Thigh_L’, ‘Calf_L’, ‘Foot_L’, ‘Toe_L’, ‘Knee_L’, ‘Feet_Direction’] ,overlapping=False)
self.actor.makeSubpart(“Lower”, includeJoints=[‘Stomach’, ‘Thigh_R’, ‘Calf_R’, ‘Foot_R’, ‘Toe_R’, ‘Knee_R’, ‘Thigh_L’, ‘Calf_L’, ‘Foot_L’, ‘Toe_L’, ‘Knee_L’, ‘Feet_Direction’], excludeJoints=[‘Head’, ‘Neck’, ‘Chest’, ‘Mid’, ‘Shoulder_R’, ‘Arm_R’, ‘Forearm_R’, ‘Hand_R’, ‘Fingers_1_R’, ‘Fingers_2_R’, ‘Thumb_R’, ‘Elbow_R’, ‘Bow’, ‘Bow_String’, ‘Arrow’, ‘Cape_1’, ‘Cape_2’, ‘Cape_3’, ‘Cape_4’, ‘Shoulder_L’, ‘Arm_L’, ‘Forearm_L’, ‘Hand_L’, ‘Fingers_1_L’, ‘Fingers_2_L’, ‘Thumb_L’, ‘Elbow_L’, ‘Quiver’],overlapping=False)
I also used
print(self.actor.getJoints(partName=None, jointName=‘*’, lodName=None))
to insure all joints from the character were added
The two lines of logic used for animating the actor is as follows:
self.actor.loop(“draw”, partName=‘Upper’)
self.actor.loop(“walk+draw”, partName=‘Lower’, restart=0, fromFrame=5, toFrame=33)