Unfortunately GetBonePosition server-side will not return to you the
transformed
bone position as far as I know, since I've been struggling with that and
GetAttachment
server-side. You have to mimic the transformations that happen client-side
on the server-side,
concerning the bone transformations. How to do that...I'd like to know as
well:)

Georges

----- Original Message -----
From: "Cortex" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, February 15, 2002 7:15 AM
Subject: Re: [hlcoders] Bone position


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> unfortunately, I want to get the bone position client-side... But anyway,
server side,
> GET_BONE_POSITION could be used.
>
>       - Cortex : mapper & coder www.hlalbator.fr.st
>   ----- Original Message -----
>   From: Patrick Phillips
>   To: [EMAIL PROTECTED]
>   Sent: Friday, February 15, 2002 12:56 PM
>   Subject: Re: [hlcoders] Bone position
>
>
>   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
>   >
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