I have a problem porting a BG II unsplit animation with Infinity Animations.
I tested it using the MMEL slot in a vanilla intall of ToB (+ official Bioware Patch) and it worked fine.
But when I ported it to I.A. (code µKB), the engine doesn't make any difference between the Sleep and the Die actions : the Die one is always played instead of the Sleep one.
And that's a big problem because I used that format for the only reason that it shares those two actions (+ Get Up) while others use the same action for Sleep and Die (Get Up = Die reversed)..
If anybody could explain me what is wrong...
http://www.mediafire...im/GWCh09G1.bam
Edited by Gwendolyne, 11 January 2013 - 01:03 AM.