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Gazareth

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prsnk

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5 comments

  1. Zaragorov
    Zaragorov
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    Edit: Can't figure out how to delete a comment ;x... I ended up figuring out the limitations of ToggleSpecialAnims looking through the blockhead documentation and testing it first hand.
  2. Vedamir
    Vedamir
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    Ohh, that nasty SpecialAnim -s
    My struggle with it ended up in somewhat different workaround - using "SetPlayerSkeletonPath" function. I have a bunch of custom skeletons in separate folders along with their own full stack of animations, some of which are overwritten by a custom ones. Works like a charm without any uncontrollable probabilities. Though requires Updete3D as well.
    All this approach slightly reminds AnimatorOverrideController in Unity)
  3. shademe
    shademe
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    On an entirely unrelated note, could you post the syntax highlight colors you use for your setup? I like them a lot and would like to make them the default colors for the CSE's script editor
    1. prsnk
      prsnk
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      • 6 kudos
    2. shademe
      shademe
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      Thanks!