Re: [hlcoders] Maximum bone controllers? Anyone or Valve know?
Ok thnx guys I'll get our coder working on that, we'll need new bone controllers set up anyway. I found out part of the the problem is that the controllers after Controller 4 (mouth) will be controlled by the mouth controlelr, it create very realistic mouth movement instead of that hinged effect. I'll try to get one of them keep that linking while allowing them to work speperatly as wel. Thnx again. - Original Message - From: Ken Birdwell <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, April 30, 2002 10:00 PM Subject: RE: [hlcoders] Maximum bone controllers? Anyone or Valve know? > The model format can handle any number of them, but studiomdl is limited to > 128, the engine limited to 8, and the networking (and probably the > modelviewer) is limited to 4 inputs. > > In the clientdll, look at CStudioModelRenderer::StudioCalcBoneAdj() to see > how they're implemented. At minimun you may just need to rework the > networking and temporary allocation. At the extreme end, you may have to > implement a custom bone movement layer in > CStudioModelRenderer::StudioSetupBones(). > > -Original Message- > From: Chris Blane [mailto:[EMAIL PROTECTED]] > Sent: Tuesday, April 30, 2002 1:48 PM > To: [EMAIL PROTECTED] > Subject: [hlcoders] Maximum bone controllers? Anyone or Valve know? > > > Ok, I recently decided to expand the Emotion System for DarkTruths, which > uses bone controllers to dynamically alter the face of the models in > realtion to certain Ai sceduals and such, and added 2 extra controllers for > the mouths to allow for smiling and such. However, the HLmodel viewer will > ONLY render the model from above if I do this. It appears on only screw up > if the number of bone controllers exceeds 5. Is this a bug in the viewer or > a limitation with HL? I need to know so that I knwo if this generic human > skeleton we use for all of DT's human NPC's needs altering. > > Thnx. > > :Tal-N > > ___ > 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
RE: [hlcoders] Maximum bone controllers? Anyone or Valve know?
The model format can handle any number of them, but studiomdl is limited to 128, the engine limited to 8, and the networking (and probably the modelviewer) is limited to 4 inputs. In the clientdll, look at CStudioModelRenderer::StudioCalcBoneAdj() to see how they're implemented. At minimun you may just need to rework the networking and temporary allocation. At the extreme end, you may have to implement a custom bone movement layer in CStudioModelRenderer::StudioSetupBones(). -Original Message- From: Chris Blane [mailto:[EMAIL PROTECTED]] Sent: Tuesday, April 30, 2002 1:48 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Maximum bone controllers? Anyone or Valve know? Ok, I recently decided to expand the Emotion System for DarkTruths, which uses bone controllers to dynamically alter the face of the models in realtion to certain Ai sceduals and such, and added 2 extra controllers for the mouths to allow for smiling and such. However, the HLmodel viewer will ONLY render the model from above if I do this. It appears on only screw up if the number of bone controllers exceeds 5. Is this a bug in the viewer or a limitation with HL? I need to know so that I knwo if this generic human skeleton we use for all of DT's human NPC's needs altering. Thnx. :Tal-N ___ 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
Re: [hlcoders] Maximum bone controllers? Anyone or Valve know?
> Ok, I recently decided to expand the Emotion System for DarkTruths, which > uses bone controllers to dynamically alter the face of the models in > realtion to certain Ai sceduals and such, and added 2 extra controllers for > the mouths to allow for smiling and such. However, the HLmodel viewer will > ONLY render the model from above if I do this. It appears on only screw up > if the number of bone controllers exceeds 5. Is this a bug in the viewer or > a limitation with HL? I need to know so that I knwo if this generic human > skeleton we use for all of DT's human NPC's needs altering. See this message a few days ago from Ken... http://list.valvesoftware.com/pipermail/hlcoders/2002-April/002954.html MAXSTUDIOCONTROLLERS is 8 (in engine\studio.h) Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders