Just use cannonfodders SMD export. Weve been using our custom biped rigs
with custom qcs for ages, it works a charm and is not that hard btw.

> 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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>> Search.
>> --
>>
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>>
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