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

