Source an blend animations, though I'm not sure how perfect you can get it.
The second one doesn't sound terribly difficult, but I wouldn't know.

I think the main problem with source's animation blending is their
animations are very different (The ones it blends between), so it can create
alot of jerks/skips.



On Tue, Nov 11, 2008 at 3:54 PM, Walter Gray <[EMAIL PROTECTED]> wrote:

> I'm currently in the process of trying to develop a small, but polished
> game for a university class, and debating which engine to use.  Since
> I've used it a bit before, Source is pretty high up on the list, but
> this project would require a few things that I'm not sure I've ever
> really seen in a Source powered game, and so I thought I'd ask the
> community at large what they thought about the feasibility of
> implementing them.
>    The first is to have fluid melee attacks and animations.  One attack
> would have to lead into another in a way that makes me suspect we would
> need some animation blending.  Oni would be the best example of the kind
> of combat I'm talking about, to my knowledge.  Now, I have seen some
> basic melee combat done in mods, but I have no idea how much effort it
> took.  I've figured out how to at least hack together almost everything
> else we'd need in the Source engine, so right now this is the biggest
> unknown.  Does anyone have any ideas as to how difficult something like
> this might be to implement in a non-multiplayer environment?
>    The second unknown, though I expect at worst it could be achieved by
> creative use of timers, is to detect how close a particular button press
> is to a sound event, such as a beat in the music or some other static
> environmental sound.
>    Any guesses on the difficulties involved in something like this
> would be a great help, and I'll keep researching on my own.  Here's
> hoping that a source mod can do everything we need it to!
>
>
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