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Hello,

I'm talking with a graphics artist that has made many terrifice 3D models that support 
skeletal animation.  Although I have written extensive code in the past with the HL 
SDK, that used the up to 4 bone controllers that a HL model supports, I'm a graphics 
and animation ignoramus so I need help asking the graphics artist the right questions, 
or giving him the correct information.

The character the graphics artist is designing will have a neck bone that allows the 
characters head to both:

1) Rotate left to right like the standard HL human model does
2) But also move the head up and down along the Y axis.  Think of someone nodding 
their head "yes".

What confuses me is, how would that bone be controllable from the HL SDK?  All the 
bone controllers I've seen map the movement of a single bone to a single "operation", 
not more than one "operation".  Do I need to have the artist do something different in 
the model's skeletal structure?  Or is this simply a simple 3D model bone labeling 
trick or, a DLL coding trick that I am unaware of?  If it is the latter please point 
me to an example(s) so I can know how to code it.

Hopefully this makes sense and someone can help me communicate the proper language to 
the graphics artist.

thx

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