Thank you Ryan -- very good idea

On Wed, Jan 21, 2009 at 5:33 PM, Ryan Sheffer <[email protected]> wrote:
> 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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