--
[ Picked text/plain from multipart/alternative ]
The animation system in the Source engine is extremely versatile and it's
one of my favourite features of it. When I look at other games such as Cod4
and Unreal, I realize how much more robust the source engines system is.
Anyways, to answer, your question. Basically what you can do/see in the HL
ModelViewer, you can do/see in the game.

It is a good idea to layer as many animations as you can into one sequence.
(for example, The run sequence in CS Source is actually a 9-way run
animation with a weapon specific run_North sequence layered on top + a 9 way
aiming sequence layered on top of that). That's 3 animations combined into 1
sequence. This simplifies a lot of things because in the code, you just have
to invoke 1 sequence ( run_mp5 ) and from that sequence, you can control
various pose parameters such as
move_yaw
body_yaw
body_pitch
Adjusting the pose parameters is as simple as changing a floating point
value in code.

Gestures such as firing, reloading, deploying your gun, or doing specific
hand gestures is best left as SEPERATE layers that can be added onto an
existing sequence via code. It's not a good idea to embed these animations
into your main sequence because these animations are very specific and do
not occur all the time.

   So the rule of thumb is, if you're building an animation that is going to
be played continuosly over a long period of time, it's    best to combine
all the layers into 1 sequence. It's best to take a look at how CS:Source or
DOD:Source does it. A lot of time was spent into designing the animation
system for those characters and I think they're really well thought out.




----- Original Message -----
From: "Sheehan, Ryan " <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, November 21, 2007 5:08 PM
Subject: [hlcoders] Animation Blending


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


--

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to