switching animations (locomotion with misc animations)..

I have a 3rd person view player, it has its animations :

Walk - To walk
Idle - While nothing doing standing on ground
WontOpenDoors - For trying to open a door but it can´t… (a force movement animation)…

I have the locomotion system successfully installed and initialized on it…, so when i press forward or backward it walks correctly…

I have set the “Q” key to start the “WontOpenDoors” animation, so if player presses… the animation runs…and of course!, the animation runs correctly… but after that, if i try to walk again, the player only moves without animation the walkcycle… just move as an animated object…

What i´m doing bad ?.. is correct that i use the :

thePlayer.animation.Play("WontOpenDoors");

Thanks.

Try adding:

[FONT=monospace]
thePlayer[/FONT].[COLOR=#000000][FONT=Times New Roman][COLOR=#222222][FONT=Verdana]animation.PlayQueued("walk",QueueMode.CompleteOthers);[/FONT][/COLOR][/FONT][/COLOR]

and add this code in the last of Update function.

Thanks, i tried, but when the “WontOpenDoor” animation ends, the walkcycle start to loop even if i´m standing in ground…

i was looking the documentation, and it says that i must to add the “WontOpenDoor” animation to the leg controller… as a “Grounded” element, but… when I do that, seems to be that the Idle animation is replaced with WontOpenDoor… :frowning:

You can control all the animations via scripting. You can change the WrapMode to Once depends on what do you actually want to achieve.

once I wrapped the animation as once, the animation stoped looping but the locomotion system was not working anymore… but know what?.. i think i can disable the normal motor character component while i´m playing the animation,. so when it finishes i can re-enable the component … will try that… thanks !

Solved!!!, when i play the animation (animation that has nothing to do with locomotion), i must to disable the legAnimator (to avoid conflict with misc animations) and must to disable the normalCharacterMotor (to avoid the player moves)…

Thanks