Did you mean in hl2mp_player_shared.cpp for this? And what function was it?
I noticed this issue as well and also upper body movement looking up makes the player look down. I also noticed a problem with crouch walk with a weapon where the root node is pulling the player back making the right leg ik rule stick but not the left. Looks really funny. I don't quite understand how the animstate works, so I had no idea what to do to fix it. I was looking at the blends in the qc's thinking the issue was there, never even occured to me it was code related... Thanks for narrowing it down, I would have never found it! ----- Original Message ----- From: "Jonathan White" <[email protected]> To: <[email protected]> Sent: Saturday, July 25, 2009 11:15 AM Subject: [hlcoders] Error with movement animations in new SDK (A FIX) > When we merged our code to the new Orangebox code in the sdk update a > couple > of months ago we immediately noticed that the leg movements of the players > looked as if they were skating on ice. I instantly trolled through the new > hl2mp_playeranimstate code that came with the SDK and came up empty. > > Today I had renewed interest to fix this problem and opened up HLMV and > noticed that the leg movements looked very different then what is seen > ingame. A closer examination revealed that the legs were moving in the > OPPOSITE direction then the body in game! > > So, if you are experiencing these problems as well, the very simple fix is > to edit this one line in hl2mp_playeranimstate.cpp > > Line 573, change it to be: GetBasePlayer()->SetPoseParameter( pStudioHdr, > m_PoseParameterData.m_iMoveY, flYaw ); > > Tony had inverted the yaw as referenced in his comment right above, but > that > doesn't work with the sdk animations, apparently. > > Jonathan White > GoldenEye: Source > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

