It is now possible to have two non-conflicting action actuators play simultaneously for the same object. For example, one action could specify the basic movements of the body, while a second action could be used to drive facial animation. To make this work correctly, you should ensure that the two actions do not have any action channels in common.
Is this one of those features that just doesn’t work? I’ve put together an example .blend file which should work, but doesn’t. I’ve tried changing the actions’ priorities as well.
Please have a look and tell me if I’m doing anything wrong Thanks
I see… It’s one of those features that just has a few bugs I guess my problem is I need both action blending and overlapping actions. I think I might just split the character at the waist into 2 seperate armatures and meshes. That way I can run 2 animations with blending, though I’ll have a nasty seam to deal with.