Your movement animations should have speed and should be locked with the LX
LY qc commands. If that doesn't work then you probably have to change a
bunch of the gamemovement code. Good Luck.

On Thu, Aug 28, 2008 at 11:23 AM, Tobias Kammersgaard <
[EMAIL PROTECTED]> wrote:

> You should take a look at the crane code from Half-Life 2. It uses an
> animation. Whether it only moves the viewport or the actual play, I don't
> know but it's worth a shot.
>
> /ScarT
>
>
> On 28/08/2008, Michael Chang <[EMAIL PROTECTED]> wrote:
> >
> > Hi list
> >
> > I've asked this before but was ignored :( Can anyone please help me on
> > this issue?
> >
> > I have animations in our mod that need to directly influence a
> > player's absorigin, for example a dash or roll or cartwheel, etc.
> > These animations are pretty sophisticated and don't look good if we do
> > QC root position extraction and fake it with a physics velocity push.
> > We actually want short -performances- for these player animations, ie:
> > like how Dog runs around attacking things in HL2, with the player
> > ending up in a different location than where he started.
> >
> > Lacking any idea of how that's -normally- implemented, I've written
> > some pseudocode. Maybe some kind soul can point me to the right
> > direction?
> >
> >
> > ---pseudocode---
> >
> > StudioFrameAdvace(){
> >
> > //...after all of valve's stuff...
> > AppendAnimationOriginOffset()
> > }
> >
> >
> > AppendAnimationOriginOffset(){
> > Vector currentSkeletonRootPosition = GetRootBoneOrigin()
> > Vector lastSkeletonRootPostion = lastRootPosition;
> > Vector delta = currentSkeletonRootPosition - lastSkeletonRootPosition
> > Vector currentPlayerPosition = GetAbsOrigin()
> > Vector futurePlayerPosition = currentPlayerPosition + delta;
> >
> > // make sure our animation offset isn't moving our player into walls
> > and things
> > trace_t tr;
> > traceLine( currentPlayerPosition, futurePlayerPosition + playerHull,
> > ..., &tr, ...)
> > if( tr.m < 1.0 )
> >    futurePlayerPosition *= m
> >
> > SetAbsOrgin( futurePlayerPosition )
> > }
> >
> > ---end pseudocode---
> >
> >
> > It seems that this method would need to predict this (I have
> > studioadvanceframe and predicted sequences implemented on both
> > client/server).
> >
> > Then, it seems I might have to extract the skeleton root's animation
> > offset back out of the animation sequence itself, but from code not
> > from QC files (X,Y,Z commands).
> >
> > Please help, thanks.
> >
> > ~M
> >
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> > please visit:
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> >
> >
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>


-- 
~Ryan
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