Can you please find out? I have been trying to fix this for a long time now

On Sun, Jul 26, 2009 at 9:56 AM, Daniel Rapp <[email protected]> wrote:

> 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
> >
> >
>
>
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