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

