If you have multiple models all rigged up you could also bone merge them
together.

On Wed, Jan 21, 2009 at 12:56 PM, Matt Hoffman
<[email protected]>wrote:

> 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
> >
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-- 
~Ryan
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