On animataion blending/layering, for a 3rd person player class, should our animator be building the .qc files as "full" animations and adding animations in the .qc ex: full run, walk, idle, with aim layered onto each one, then the firing layered on to that, or can we use half animations and call both at the same time ex: upperbody run w/ lower body run, and then an aim tweak on top of that? Does Souce handle animation blending terribly different from the SDK model viewer (animations/sequences blend just fine in the model viewer), if so, how are those calls made from code?
Additionally, in either case, where should changes be made? Code side? QC side? Animation just need to be run done? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

