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.

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