Animations Smd Names
Twigee
Join Date: 2002-11-08 Member: 7791Members
Ok i figured out the problem with getting my animating to start and end at the same place which puts me at the place to start creating the final animations for my defence chamber
This leads to 2 questions
1) How does the naming system of the SMD's work. Im stuck at understanding why there is idle1 and idle2 for the standard. Does it mean i can create idle1-6 for variety? [i know it would be huge size wise] Does it need to be identical as the standard or at least that for the minimum?
2) How does the random animations work, like the marine spinning the knife on his finger, or a random movement idle but its normally still?
3) Why are there 3 frame animations that are idle [die_right etc] in the standard model?
4) How can i attach a sprite to a model?
Thanks Twigs
This leads to 2 questions
1) How does the naming system of the SMD's work. Im stuck at understanding why there is idle1 and idle2 for the standard. Does it mean i can create idle1-6 for variety? [i know it would be huge size wise] Does it need to be identical as the standard or at least that for the minimum?
2) How does the random animations work, like the marine spinning the knife on his finger, or a random movement idle but its normally still?
3) Why are there 3 frame animations that are idle [die_right etc] in the standard model?
4) How can i attach a sprite to a model?
Thanks Twigs
Comments
ok, you have 3 or so idle anims (the coder decides) when your not shooting or anything, your idle, so it plays these animations randomly, if you held a gun, you wudnt jusy hold it still, you would fidget etc. this is basically what the idle animations are.
1) Those idle animations are in the qc file, and are coded in the mod code, u cant just add idle6 or anything unlessthere is one. Actually i'm quite sure it will compile, but u won't it ingame.
EDIT:
4) I'm not sure how to do it, or if u can even do it, but i know u can get the same effect by using Transperant (spelling) Texture and in the middle of it the 'sprite'
on a square or a few faces.
2) How does the random animations work, like the marine spinning the knife on his finger, or a random movement idle but its normally still?
3) Why are there 3 frame animations that are idle [die_right etc] in the standard model?
4) How can i attach a sprite to a model?
Thanks Twigs <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
this should help:
1) it doesn't matter what you name them, just as long as it's the same name you refer to it in the qc script. the "name" of the .smd doesn't matter, but the "name" of the animtion (as the game calls them up) has to be the same as the default models.
2)random animations are coded into the game, adding more idle animations won't do anythigng but increase the filesize... you can see them in HLMV, but you will never see them in-game
3) because this animation isn't used, and/or the start of the animation is so that the model can resume a "deathlike" state, and then just seem to "naturally" fall, this might also be created for loading times for slower computers. (game loads only a few animations at a time... and this isn't one of those)
4)you will find in the .qc file an area for "attatchments" this is usually a bone with a single non-seen (or non-moving) vertex assigned to it... and in the .c you call the sprite and assign it to that "pointless" bone (pointless to the weapon animations)