-- [ 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

