-- [ Picked text/plain from multipart/alternative ] Yea, you can use CS Biped.. Just make sure you name the bones the same way they're named in the XSI Skeleton *IF* you plan on using any of the existing .qc sample files included in the SDK.
ie. When you export your .smds, the .smd bone names should look like. "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine" etc... It's just MUCH easier if you follow the Valve naming convention as it allows you to use a lot of their existing .qc files as templates to create your own .qc file. If you are really good though, you can write .qc files from scratch (which is VERY difficult) ----- Original Message ----- From: "bobby smith" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, January 10, 2008 4:22 PM Subject: [hlcoders] character studio biped? -- [ Picked text/plain from multipart/alternative ] >From what I understand Character Studio bipeds are usable in Source, however there is no documentation. On the Valve Dev Wiki it says that the xsi bipeds are very similar due to the team switching to XSI. Is it as simple as following the Valve bone naming condition and creating custom animations? Does anyone have some insight on this? --------------------------------- Looking for last minute shopping deals? Find them fast with Yahoo! Search. -- _______________________________________________ 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

