Your question is somewhat vague, I'm not sure what sort of errors you're
getting so I can't really help you with this one.  If you've gone through
Steve Theodore's very well written "Modeling for Hallf-Life" document with
comes with the SDK, and if you've looked through the code, then you pretty
much have everything that exists.

To start, I'm assuming you have a workable understanding of linear algrebra
and C++.  You can probably treat the quaternion code as a black-box, though
it doesn't hurt to at least know the basics behind them.  Internal engine
architecture has been talked about a lot on these lists so I won't repeat
it, but in any case it's pretty simple.  Following the animation data
through to the client up until the final render call after the bone
transformation matrices have been set up shouldn't take more than a few days
to understand (Adrian,Eric,etc. can correct me if I've underestimated the
difficulty).  It can also be helpfull to start at an earlier stage in the
process and follow the data from the exported .smd's through studiomdl to
get an understanding of what sorts of optimizations and remappings happen to
the animation/model sources to prepare them for rendering.  Testing your
models outside the engine is also critical, sometimes model errors can be
hidden by errors in the player/monster AI, as well as the other way around
so it's best to isolate issues as much as possible.

-----Original Message-----
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, February 19, 2002 4:22 PM
To: HLCoders
Subject: [hlcoders] VALVe: Skeletal System

Hey I know this is a little OT but, it has come to my attention just how
evil the VALVe Skeletal System is.

I was wondering if you guys over at VALVe had any detailed SDK style
documentation on implementation and how it is arranged.  I have been having
the most heinous time trying to figure out why when you do everything
perfectly you still get errors...

Your help would be greatly appreciated.

Much Thanks,
------------
Lakario

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