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http://list.valvesoftware.com/pipermail/hlcoders/2002-January/001406.htm
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> -----Original Message-----
> From: Georges Giroux [mailto:[EMAIL PROTECTED]]
> Sent: Friday, February 15, 2002 7:49 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Bone position
>
>
> 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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> >   >
> >   >
> >   >--
> >   >
> >   >
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> >   >
> >
> >
> >   _________________________________________________________________
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> >
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> >
> > --
> >
> >
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