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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?


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>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?


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