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 > >
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