Well you should have up to 25-30k triangles, before you have a problem.

What if you make your entire reference (No matter the triangle count) and
animated that. Then animate that as an idle or as your "animate" sequence.
Then take the (weightmapped) reference mesh and export that in pieces, and
compile into multiple pieces. They should all be able to play the same
animation, at the same time, just being multiple  models.

On Wed, Jan 21, 2009 at 12:51 PM, Steve Henderson <
[email protected]> wrote:

> Does anyone know the best way to have a non-NPC, idle-sequence only
> model (e.g. a chair) follow a path in a map as if it were an NPC?
>
> I have some engine parts that I want to animate as part of a
> maintenance application
> we are making with Source.  These are just sequences that show custom
> models moving
> on arbitrary paths.  No physics, no AI, etc.  Just moving.
>
> For some of the larger models, I cannot use model-side animation sequences.
> These large models are  > 10K and require a composite model QC file which
> I don't think supports combining animations from multiple sub models.
>
> I would I'd like to find some sort of NPC that just takes a model and
> moves it around. I have tried several interesting sounding NPC's (generic
> actor,
> monster generic) but they don't seem to work.  They work fine with
> something like the crow.mdl model, but not my custom models.  Even
> when I add the missing animation sequences (e.g. ACT_IDLE) that don't
> seem to work.
>
> Thanks
>
> Steve
>
> _______________________________________________
> 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

Reply via email to