Shape Action Actuator Not Working

Ok i made a simple animation where my gun goes up and down to act as the player breathing. The problem is when I hit P it does absolutly nothing, I connected the controller to the actuator and every thing. Im using the shape action actuator and not the fcurve actuator because later on ill need a reload animation on the same mesh. Here is the .blende can someone please help? btw im using the latest version(2.54 Beta)

Attachments

FPS2.blend (758 KB)

anyone???

bump…

How come nobody will help me? Im sure its not that hard of a question

Hello
I’ll be very glad to help, but…me too, I need help desperately, to face the 2.5 versions…
Anyway there’s “Beta” in the Blender title…maybe some functions are missing…who knows…
Bye

ok thanks!

Hi. I do not know if you have figured it out in the meantime why not it works. I am also no expert in that thing. But I think the problem is that you want to play a “Action” with the “Shape Action” actuator. If you want to play an Action you must ad a bone to your weapon and parent it. On the bone you can add a “Action” actuator.
But I think its easier to add some empy’s parent them with the weapon. Then you can make on the empy’s your animations. Then you can play your animation on the empy’s with a IPO actuator.

HG1.

ok i figured it out thanks for the help

You can play a shape action with the shape action actuator. You’d have to make a shape action in which you move the vertices around with shaders, and then make keyframes when you move the sliders around. EDIT: But, I think it’s better CPU-wise to use an armature.

MrSplosion117 please let me know what you did to fix the problem. I already have bones setup and animation. I can’t figure out how to get my animation into my game.

I’ve heard various problems with the shape action actuator was fixed as part of the GSoC project to enhance the BGE’s animation capabilities.

The branch it is in (Pepper), is slated to be merged into trunk as early as tomorrow, so seeing various issues related to shapekeys fixed will soon be as simple as getting a new build of trunk off of graphicall.

Have you tried parenting the gun to a bone, and the animating the bone instead of the gun? That way you can use the multiple Action actuators. Use an always Sensor for regular idle gun animation. Use Key board sensor set to W attched to another action actuator that plays walking gun animation, and finally another keyboard sensor set to R attached to another Action actuator that plays a reload animation.
Does this make sence? I’m at work now… so I can’t set up an example for you, but if I get a chance latter, I’ll try.
M