Thanks Matt -- excellent suggestion.

On Wed, Jan 21, 2009 at 3:56 PM, Matt Hoffman
<lord.matt.hoff...@gmail.com> 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 <
> steven.j.hender...@gmail.com> 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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