The thirdperson view uses a set of cvars for the relative position. Set cam_idealyaw 0 to get it behind the model. It's probably set to 90 (default) which is the sideways view you mention.
Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Matthew Lewis > Sent: Thursday, December 16, 2004 8:39 AM > To: [EMAIL PROTECTED] > Subject: [hlcoders] Player Animations > > I tried switching the view mode to thirdperson and discovered > that the player animations are stuck in the 'scarcrow' > reference pose. Also, I noticed that the third person view is > positioned to look sideways to the player rather than from > behind. My questions are: > > * Is anyone else seeing this? (Maybe I changed something I > shouldn't have) > > * What's the magic to get the upper body animation to play a > sequence (like shooting) while the lower body continues to > run/walk/idle. Right now, if you set an upper body sequence > (such as ACT_RANGE_ATTACK_SMG1), it competes with the lower > activity (ACT_RUN_RIFLE) causing severe jittering. > > * I also noticed that the player animation doesn't adapt to > moving sideways or backwards like it does in the model > viewer. What needs to be done to fix this? > > I think my problem is that I don't fully understand what's > the distinction between an 'activity' versus a 'sequence' and > how the two get merged together. Could someone offer some > insight to this? > > Thanks. > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

