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 >> >> _______________________________________________ >> 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 > >
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