And make sure if your using CS Biped that your exporter supports
exporting them first...

- Jed

On 11/01/2008, Minh <[EMAIL PROTECTED]> wrote:
> --
> [ 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?
>
>
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