The model format can handle any number of them, but studiomdl is limited to
128, the engine limited to 8, and the networking (and probably the
modelviewer) is limited to 4 inputs.

In the clientdll, look at CStudioModelRenderer::StudioCalcBoneAdj() to see
how they're implemented.  At minimun you may just need to rework the
networking and temporary allocation.  At the extreme end, you may have to
implement a custom bone movement layer in
CStudioModelRenderer::StudioSetupBones().

-----Original Message-----
From: Chris Blane [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, April 30, 2002 1:48 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Maximum bone controllers? Anyone or Valve know?


Ok, I recently decided to expand the Emotion System for DarkTruths, which
uses bone controllers to dynamically alter the face of the models in
realtion to certain Ai sceduals and such, and added 2 extra controllers for
the mouths to allow for smiling and such. However, the HLmodel viewer will
ONLY render the model from above if I do this. It appears on only screw up
if the number of bone controllers exceeds 5. Is this a bug in the viewer or
a limitation with HL? I need to know so that I knwo if this generic human
skeleton we use for all of DT's human NPC's needs altering.

Thnx.

:Tal-N

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