RE: [hlcoders] gaitsequence problems

2002-06-06 Thread Ken Birdwell

Don't use sequence 0.  Sequence 0 is special when used as a gaitsequence. It
means, "don't calculate any gait sequence animation info".

In CStudioModelRenderer::StudioDrawPlayer() you'll find:

...
if (pplayer->gaitsequence)
{
// calculate gait animation and blend parameters for aiming
}
else
{
// initialize bone controllers to default values
}
...

and in CStudioModelRenderer::StudioSetupBones() you'll find:

...
// calc gait animation
if ( m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0 )
{
// merge upper body with lower body
}
...


-Original Message-
From: Jeff Fearn [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, June 05, 2002 10:59 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] gaitsequence problems


 :)

> I am having a strange problem with player models. The problem is that if
the
idle
> sequence selected for the gait sequence is in position 0 then the model is
always
> bent forward, facing toward the ground at about 45%. Idle animations in
other
> positions do not have this problem. Also if I switch the idle sequences
around,
> then this behaviour will occur on the sequence moved to position 0 and the
idle
> sequence that was in position 0 will now look up/down correctly.
>
> This only seems to occur for idle animation, although these are always
first in
> our models and are therefor the only type of ACT's in position 0. It is
very
> strange that setting gait sequence to 0 would affect the top half of the
model
> anyway. I have not modified any of the model display code.
>
> It does look rather silly having your model switch between bending forward
at
45%
> and standing upright looking up/down as the idle sequence changes.
>
> My work around at the moment is to put a dummy ACT in position 0, like
ACT_SLEEP,
> which seems to work fine.
>
> We generaly have 3 idle sequences per player model, named idle, look_idle
and
> deep_idle.
>
> It looks like the croch idle top has been used with the standing legs from
idle.
>
> Jeff "DarthBobo" Fearn
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Re: [hlcoders] gaitsequence problems

2002-06-05 Thread Jeff Fearn

 :)

> I am having a strange problem with player models. The problem is that if the
idle
> sequence selected for the gait sequence is in position 0 then the model is
always
> bent forward, facing toward the ground at about 45%. Idle animations in other
> positions do not have this problem. Also if I switch the idle sequences around,
> then this behaviour will occur on the sequence moved to position 0 and the idle
> sequence that was in position 0 will now look up/down correctly.
>
> This only seems to occur for idle animation, although these are always first in
> our models and are therefor the only type of ACT's in position 0. It is very
> strange that setting gait sequence to 0 would affect the top half of the model
> anyway. I have not modified any of the model display code.
>
> It does look rather silly having your model switch between bending forward at
45%
> and standing upright looking up/down as the idle sequence changes.
>
> My work around at the moment is to put a dummy ACT in position 0, like
ACT_SLEEP,
> which seems to work fine.
>
> We generaly have 3 idle sequences per player model, named idle, look_idle and
> deep_idle.
>
> It looks like the croch idle top has been used with the standing legs from idle.
>
> Jeff "DarthBobo" Fearn
> -
> Lead Coder, Web Master, Server Administrator for SWARM
> http://swarm.edgegaming.com
> -

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