Hey thanks. I didn't know there was code for handling 9-way anims in 2007.

On Sun, Aug 7, 2011 at 3:22 PM, Jed <[email protected]> wrote:

> We moved our mod from 8-way to 9-way precisely for the smoother
> blended animation that Minh mentions. As I recall it didn't take our
> coder long at all to implement it. In fact we pulled the whole OB
> animstate code into our EP1 based mod.
>
> Regarding the anims - the source for the DOD models using 9-way plus
> all the anims, QCs and macros are in the SDK. However I had to pull
> them our with GCFScape.
>
> - Jed
>
> On 7 August 2011 21:17, Psy_Commando <[email protected]> wrote:
> > Thanks :)
> > And no, I don't plan on re-using the marines models, but maybe the anims.
> > Hopefully the smd and qc for the marines are in the sdk.
> >
> > But the whole point of this isn't changing the leganims its just that,
> the
> > ASW animstates, don't handle lots of pose parameters natively, it wasn't
> > needed since marines can't turn their torso or turn their heads.
> > So if I want to use "regular" models I have to merge the ASW animstates
> with
> > the hl2mp one. And the biggest difference between the two, besides lack
> of
> > some pose parameters, is the leg anim.
> > I'm mostly wondering what's worth keeping/merging and what can be thrown
> > away.
> >
> >
> >> On Sun, Aug 7, 2011 at 2:47 PM, <[email protected]> wrote:
> >>>
> >>> From an end user standpoint, 9-way and 8-way animations will end up
> >>> looking the same. The only difference is in how you ( the coder ) has
> to use
> >>> them, and also in how the models are compiled.
> >>> If the models you are using for your mod are using  "move_yaw"
> parameter,
> >>> then you HAVE to use the 8-way animation code.
> >>> If the models are using the move_x and move_y parameters then you HAVE
> to
> >>> use the 9-way code.
> >>>
> >>> Both 8-way and 9-way use the following pieces of information.
> >>> 1) MovementYAW : The direction of the players movement (relative to
> where
> >>> he's aiming). This will range from 0 --> 360.   0 means he's going
> forward,
> >>> 180 means he's walking backwards,   90 is strafing to the right, 270 to
> the
> >>> left
> >>> 2) MovementSpeed : The speed in which he's moving. This will vary from
> 0
> >>> --> maxspeed (depending on how fast u defined this in your mod)
> >>> 3) IntendedSpeed of current animation: This "intended speed value" is
> >>> something the animator should have embedded in the model. If you open
> up
> >>> HLMV and select a particular animation (such as run), and then set the
> >>> playbackrate to 1.0, you should see the top speed of the animation
> (usually
> >>> it's around 250 --> 300). If you switch to another animation like walk,
> the
> >>> top speed should be around 160. These values will vary depending on how
> the
> >>> animator made his animations.
> >>>
> >>>
> >>> The difference in how these two pieces of information are used is as
> >>> follows:
> >>> For 8-way animation: The code takes MovementYAW  and sets  the
> "move_yaw"
> >>> parameter based on this. I believe it's basically a 1 --> 1 conversion
> as
> >>> the "move_yaw" pose param ranges from 0 --> 360 also. It then takes
> >>> MovementSpeed and sets Playbackrate() function to specify how fast to
> play
> >>> the animation. This will vary between 0 --> 1.  The playbackrate value
> is
> >>> detemined by comparing the player's movement speed with the current
> >>> animation's intended speed value. If the player's movement speed is
> ZERO,
> >>> then the code will blend to the ACT_IDLE sequence.
> >>>
> >>> For 9-way animation: The code takes MovementYAW and MovementSpeed and
> >>> IntendedSpeed  in conjunction to determine which values to set "move_x"
> and
> >>> "move_y" to. It uses some tricky math (involving cosine), which you can
> see
> >>> if you study the function  ComputePoseParam_MoveYaw(). To better
> understand
> >>> how move_x, move_y works. Let's consider a few situations:
> >>> Player running forward at top speed:  move_x = 1.0,  move_y = 0.0
> >>> Player running forward at half speed:  move_x = 0.5,  move_y = 0.0
> >>> Player running to the right at top speed:  move_x = 0.0,  move_y = 1.0
> >>> Player running to the left at top speed:  move_x = 0.0,  move_y =
> -1.0
> >>> Player standing still : move_X = 0.0,  move_y = 0.0
> >>>
> >>> So that pretty much describes the difference between how 8-way, 9-way
> >>> work. I prefer using 9-way for the following reasons:
> >>> - you don't have to blend in ACT_IDLE when the player stands still
> >>> - you don't have to adjust Playbackrate().
> >>>
> >>> From and end user standpoint, they both look the same though. Your
> >>> decision to use either 9-way or 8-way rests ENTIRELY on how the model
> was
> >>> compiled. If you're using the standard alien swarm models, then ur
> stuck
> >>> with 8-way. I'm pretty sure all Source games after DOD:Source use the
> 9-way
> >>> system.   8-way is so 2004...
> >>>
> >>> So to answer your original question:
> >>> How can I integrate the hl2mp aiming into the ASW player animstates
> >>> without screwing up leg anims or anything ?
> >>> You'd have to recompile the ASW models to use "move_yaw" paremeter
> (which
> >>> would require the original .smds for the player models). You wouldn't
> >>> actually have to modify any of the animations, you just need to modify
> the
> >>> .qc file so the sequences are compiled differently.
> >>>
> >>> However, switching between 9-way and 8-way will not solve your problem.
> >>> From what I understand, you want to be able to specify which direction
> the
> >>> marine's gun is pointing ? For that you'd need to make new 9-way aim
> >>> animations and create a "body_yaw" pose parameter.
> >>>
> >>> On Aug 7, 2011, Psy_Commando <[email protected]> wrote:
> >>>
> >>> Ok, but aren't there advantages with the 9way anims ?
> >>>
> >>> On Sun, Aug 7, 2011 at 2:14 AM, Tony "omega" Sergi <
> [email protected]>
> >>> 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 <[email protected]>
> >>>> 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
> >>>>
> >>>>
> >>>
> >>>
> >>> ________________________________
> >>> _______________________________________________
> >>> 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
> >
> >
> >
>
> _______________________________________________
> 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

Reply via email to