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Hey everyone, I could really use some help and some brainstorming with this odd
problem, though it is probably less to do with code and more with the QC file.
I am trying to set up the blended run cycle for a player model replacement.
This is the multi directional animation blending thing that is in hl2. It seems
to work; as my player runs forward his run forward animation plays, as he runs
back the back plays etc. However, while it plays it is also snapping the player
back to aim in the direction he spawned. This creates a horrible flipping
effect as it tries to draw him from one angle, then back to the other. Its a
purely visual thing; his attacks seem to be going in the right direction. On a
different client, they see the player as if he is locked facing in his spawn
direction.
The valve player models work (almost) fine, there is some slight stuttering as
they turn, but from another client they turn properly etc. This narrows it down
i think to the qc file.
my QC file:
$modelname player/bear/bear.mdl
$poseparameter move_yaw -180.00 180.00
$cdmaterials models/player/bear
$surfaceprop "flesh"
$scale 1.0
$model bearplayer "bear_ref"
$include "heirarchy.qci"
$include "ragdoll.qci"
$sequence default "bear_default" loop fps 30
$sequence idle "bear_idle" loop fps 30 activity ACT_HL2MP_IDLE_MELEE 1
$animation a_RunS bear_run_back loop fps 30.00
$animation a_RunSE bear_run_back loop fps 30.00
$animation a_RunE bear_run loop fps 30.00
$animation a_RunNE bear_run loop fps 30.00
$animation a_RunN bear_run loop fps 30.00
$animation a_RunNW bear_run loop fps 30.00
$animation a_RunW bear_run_left loop fps 30.00
$animation a_RunSW bear_run_back loop fps 30.00
$sequence RunALL "bear_run_back" fps 30.00 {
a_RunSE a_RunE a_RunNE a_RunN a_RunNW a_RunW a_RunSW a_RunS
blendwidth 9 blend move_yaw -180.00 180.00 loop ACT_HL2MP_RUN_MELEE 1
}
//$sequence run "bear_run" loop fps 30 activity ACT_HL2MP_RUN_MELEE 1
$sequence punch "bear_punch" loop fps 30 activity
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE 1
Here I have set up an animation blend almost identical to those used by the
combine and male human mdl's. But whereas those models do not have the problem,
mine does. Their animation are all compiled into a separate .mdl file to their
reference data, could that be a possible factor?
This is for a university project, I just need my character running around
nicely, so any help would be really appreciated.
Thanks :)
- l3fty
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