Hi,

Im trying to get my weapon's model barrel to spin on demand from the code.
To this end, my modeler has added a bone controller to the model, tied to
the barrels bone I guess, which lets me spin it.

I've asked him why he didn't use a pose parameter instead, and he told me he
wasn't really sure about the difference between pose params and bone
controllers. I went checking in the source code, and it seems that we are
allowed 24 pose params per model but only 4 bone controllers. So could
anyone give me more details about this please?

Also, what is the most network-friendly/efficient way of making a part of a
model (which can be different from a weapon viewmodel so potentially visible
by more than one player) spin through a poseparam/bonecontroller at a
regular speed? The naive approach would be to increment the model's
poseparam every so often on the server side by a given step, but this means
that the poseparam value will be sent over the network very often as well.
Ideally, I would like the poseparam incrementation to happen on the client
side. On the server side, I would then toggle the incrementation through a
simple networked flag variable, and eventually a rotation speed. Now I'm not
exactly sure how to do that with all the prediction and interpolation
already acting on the poseparams/bonecontrollers. Any idea?

Thanks in adance. I hope this wasnt too confusing =)
Spk



_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to