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! > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

