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

