I'm not 100% so someone may correct me (please do)
But I think a pose parameter being set is simply the delta between the
positon/rotation of 2 keyframes, not a set of actual animation frames.
Regardless, the AR2 model uses a poseparameter in the v model to control the
vent (for some weird
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Gentlemen,
I’m new to the source engine, but a friend and I have some ideas laid out
and we’re working on it. Part of that is changing how the AI works. I’ve
been to HYPERLINK
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There is already a system to control squad mates as you describe.
Take a look at the ai_ally_manager entity. It counts squad mates and
fires outputs based on the count, which the mapmaker can then
I implemented the code you pasted from vbsp into studiomdl. I then used
the value of 'j' in the triangle loop as the material index number for
that triangle just to see if it works. This is retained by the
collision model within studiomdl correctly until I try hitting the model
with a trace in
Pose Parameters can be used to blend between frames or animations.
Most of the NPCs in Half-Life 2 use pose parameters to blend between 8
different run or walk animations (One for each direction). And in the
case of the AR2 it just blends between two keyframes (one open and one
closed).
Same it looks with the combine camera. Looking at it was what made me think
having someone's v_ arm be a pose parameter controlled item is doable.
Basically I want to do very fine motion control for the aiming the player
does, where I freeze mouse look while in special aim model. Mouse motion
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