There was a previous post on the $keyvalues command bone_followers before, but since I hadn't truly done tests or needed something that uses them, I never realized there are unresolved difficulties. This is all during the model compilation stage of the content pipeline.
To at least explain, a bone follower is how you get the physics to follow an animation on an animated prop instead of prop_physics. You don't want gravity or other physics to move the thing around, but you do want the animation to accurate block the player or other physics. They are automatically implemented in doors as shadow controllers, but you need the key values in other props as a working interface. The problem I've been having is every time I add the key value, I get weird rotation/offsets on my physics. The vcollide_wireframe command in game seems to show what I'd expect out of my collision model, but model viewer and how the game actually pushes the player around show something different. However many times I test, what I see in model viewer is what the game physics does, regardless of the vcollide_wireframe saying otherwise. Here's how the rotation/offset of the model ends up looking in modelviewer: http://img350.imageshack.us/my.php?image=modelviewerdrawer7oq.png and here's how the vcollide_wireframe shows how I WANTED it to look in game, but it never actually works how this displays. This is how the collision model was made to look. http://img178.imageshack.us/my.php?image=gamedrawer8dw.png Ravendoor is a model in the props_lab that comes with Halflife2, and it uses the bone followers too. It turns out that it has the exact same weird rotation/offset happening to it's collision model except in reverse. Was there just a compensation for the strange angles and movement in their collision model? http://img350.imageshack.us/my.php?image=modelviewerravendoor0bx.png http://img350.imageshack.us/my.php?image=gameravendoor2ni.png If anybody can please help or clarify why the physics gets rotated when using this command and if there's a simple solution (that hopefully doesn't involve trying to re-orient all of our physics incorrectly so they match again after the offsets occur). Any suggestions or advice or welcome and many thanks before-hand to any support available. _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

