Well, what I wonder about that is, is there a nice way to get that bone position from the client to the server?
>From: "Cortex" <[EMAIL PROTECTED]> >Reply-To: [EMAIL PROTECTED] >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] Bone position >Date: Fri, 15 Feb 2002 11:21:20 +0100 > >This is a multi-part message in MIME format. >-- >[ Picked text/plain from multipart/alternative ] >Thx :) >Now, I've got a pure C++ problem :( >How can I access a CStudioModelRenderer function ?? There isn't >any object of this class... I wanted to make a function which returns >the actual position of a bone... Is there any way to get the position of >a bone from a global function I can call from other classes or must I >code a static function into CStudioModelRenderer ???? > >Thx :) > > - Cortex : mapper & coder www.hlalbator.fr.st > ----- Original Message ----- > From: Ken Birdwell > To: '[EMAIL PROTECTED]' > Sent: Friday, February 15, 2002 12:35 AM > Subject: RE: [hlcoders] Bone position > > > Assuming you've already called StudioSetupBones(), the transformed, >blended, > frame accurate position is in: > m_plighttransform[iBone][0][3], m_plighttransform[iBone][1][3], > m_plighttransform[iBone][2][3]. > > -----Original Message----- > From: Cortex [mailto:[EMAIL PROTECTED]] > Sent: Thursday, February 14, 2002 12:04 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Bone position > > > Taking inspiration of your LookupBone function, I've done one : > > void GetOrgBone ( void* pmodel, char *name, float* org ) > { > studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; > > if (!pstudiohdr) > return; > > mstudiobone_t *pbones = (mstudiobone_t *)( (byte *)pstudiohdr + > pstudiohdr->boneindex ); > > for (int i = 0; i < pstudiohdr->numbones; i++) > { > if (stricmp(pbones[i].name, name) == 0) > { > org[0] = pbones[i].value[0]; // I have to add >pEnt->origin > later > org[1] = pbones[i].value[1]; > org[2] = pbones[i].value[2]; > return; > } > } > return; > } > > I think it'd work nice but... the origin of the bone I want ( "Bip01 L > Foot" ) is always the same (its origin is perhaps coherent, x and y are > equal to 0 :-( ). > So, how could I get the "dynamic" origin of a bone ? > > Thx :) > > - Cortex : mapper & coder www.hlalbator.fr.st > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, >please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >-- > > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > _________________________________________________________________ MSN Photos is the easiest way to share and print your photos: http://photos.msn.com/support/worldwide.aspx _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

