can someone from VALVe give any input on this? we have a few models in which
this system is not working properly and need to find out why that is.

thanks,

- Rob.

----- Original Message -----
From: "Rob Harwood" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, December 26, 2002 12:43 PM
Subject: Re: [hlcoders] pev->sequence, pev->gaitsequence


> so the bone parenting stuff is what effects it in the model? I.e for the
> legs you need the tops of the legs to be children of the right bone in
order
> for sequence and gaitsequence to work correctly (or something to that
> effect)?
>
> - Rob.
>
> ----- Original Message -----
> From: "Pat Magnan" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, December 26, 2002 1:26 AM
> Subject: Re: [hlcoders] pev->sequence, pev->gaitsequence
>
>
> >
> >
> > > Can anyone go into how these work exactly, and how they work with the
> > > models. i.e Does gaitsequence control the leg animations only? If so
> >
> > Not 'exactly', but you have the correct idea, pev->sequence is the
> > upper torso (shoot/hold weapon, etc), and pev->gaitsequence is the
> > legs. I found the code in player.cpp (setanimation() function I
> > believe) to be easy enough to modify for our needs.
> >
> > how
> > > does the engine know which are the leg animations and which are the
> > torso
> > > animations?
> >
> > Just a sort of guess, but it probably plays the sequence animation from
> > the pelvis bone (bip_01 I think is the name) 'up', and the pev-
> > >gaitsequence from there down, blending the two.
> >
> > For example, if the player is holding a shotgun (pev->sequence is set
> > to 'ref_aim_shotgun'), and running (pev->gaitsequence is set to 'run'),
> > then the upper torso does whatever animation (if any) is in that
> > sequence, and all bones lower down are acted on by the run sequence.
> >
> > How it actually works isn't required to successfully use the interface,
> > so I have yet to trace through any implementation details that we have
> > available, if any :).
> >
> > >
> > > thanks,
> > >
> > > Rob.
> > >
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> > >
> > >
> >
> >
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> >
> >
>
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