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.
>
>
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