Ok, but aren't there advantages with the 9way anims ? On Sun, Aug 7, 2011 at 2:14 AM, Tony "omega" Sergi <omegal...@gmail.com>wrote:
> don't use the asw animstates. just replace it entirely. > unless you're planning on keeping "marines" as separate entities. > > > On Sun, Aug 7, 2011 at 3:06 PM, Psy_Commando <psycomma...@gmail.com>wrote: > >> Yet another question. This time about animstates. I'm trying to >> re-integrate parts of the hl2mp animstates into alien swarm. The reason I'm >> doing this is because, in alien swarm, there is no aiming anims. The >> marine's hands are IK-ed onto the gun model.... And also marines don't turn >> their heads or torso. >> The pose parameters for the torso and head, aren't even initialised by >> default, so any other char models than the marine chars will look all >> twisted on itself and weird, but that's not my question. >> >> ASW uses 9-way leg anims and it would seem the hl2mp code doesn't. As far >> as I understand it, 9Way anims use a x and y move parameter for leg pos, >> while the hl2mp has a move_yaw parameter instead. How can I integrate the >> hl2mp aiming into the ASW player animstates without screwing up leg anims or >> anything ? >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > -- > -Tony > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >
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