Model Animation Help
kyliegirl
Gorge MasterAustralia Join Date: 2002-12-11 Member: 10586Members, Reinforced - Shadow
<div class="IPBDescription">to do with the qc file</div> I have made new animations for my cute gorge. but i have made them idle animations.. so i now have idle1 idle2 idle3 animations
In hlmv they work fine once ive added in the qc file
$sequence idle1 "idle1" loop fps 30 ACT_IDLE 2
$sequence idle2 "idle2" loop fps 15 ACT_IDLE 2
$sequence idle3 "idle3" loop fps 30 ACT_IDLE 2
the problem is the ACT_IDLE 2. considering the other idle, look idle animation has
$sequence look_idle "look_idle" loop fps 30 ACT_IDLE 1
I want to know if i need to change the idle animations ACT_IDLE to
$sequence idle1 "idle1" loop fps 30 ACT_IDLE 2
$sequence idle2 "idle2" loop fps 15 ACT_IDLE 3
$sequence idle3 "idle3" loop fps 30 ACT_IDLE 4
anyone know if i have to or not??
In hlmv they work fine once ive added in the qc file
$sequence idle1 "idle1" loop fps 30 ACT_IDLE 2
$sequence idle2 "idle2" loop fps 15 ACT_IDLE 2
$sequence idle3 "idle3" loop fps 30 ACT_IDLE 2
the problem is the ACT_IDLE 2. considering the other idle, look idle animation has
$sequence look_idle "look_idle" loop fps 30 ACT_IDLE 1
I want to know if i need to change the idle animations ACT_IDLE to
$sequence idle1 "idle1" loop fps 30 ACT_IDLE 2
$sequence idle2 "idle2" loop fps 15 ACT_IDLE 3
$sequence idle3 "idle3" loop fps 30 ACT_IDLE 4
anyone know if i have to or not??
Comments
Correct me if I'm wrong, but there's nothing you can really do about it.
An excerpt from Barney's QC (he has 4 idle anims):
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->$sequence "idle1" "idle1" fps 15 loop ACT_IDLE 50
$sequence "idle2" "idle2" fps 15 ACT_IDLE 1
$sequence "idle3" "idle3" fps 15 ACT_IDLE 1
$sequence "idle4" "idle4" fps 12 ACT_IDLE 10 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As near as I can figure, "ACT_IDLE" is the call to/from the engine - if Barney is doing nothing, then the engine says "Ok, do ACT_IDLE!" The numbers that follow it are *weights* - how often he'll do the given animations. For reference, idle1 is standing there, idle2 is standing to attention, idle3 is fixing his belt, and idle4 is similar to idle1 with slightly more motion.
This is conjecture on my part, but I'm pretty sure it's correct. If it is, then there's no limit to the number of anims you can have per action, and you can set how likely each one is to play. Nice. (:
it would be more like:
$sequence "idle1" "idle1" fps 15 loop ACT_IDLE 3
$sequence "idle2" "idle2" fps 15 ACT_IDLE 1
$sequence "idle3" "idle3" fps 15 ACT_IDLE 1
$sequence "idle4" "idle4" fps 12 ACT_IDLE 2
where ACT_IDLE is called by the code, the computer randomly chooses one of the ACT_IDLE animations. the 'weight' number just specifies how likely one is to up. in this example, the idle1 is 3 times more likely to come up that 2 or 3. where 4 is twice as likely.
now, the names of the sequences wont matter in the qc, what will matter tho, is the order which the animatinos are placed in the qc. so, just make sure that you have the same number of anims, and that they are in the same order as the ones we did in the player models, and you should be fine.
im not sure if the ACT_IDLE stuff actually works in NS, i put the tags in the qcs, but for all i know it would work the same without them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
actually it exactly means it WORKED.
the elevation problem has nothing to do with code.
what u need to do is to edit this particular idle animation and selection the bone that control all the other bones and move the whole bone structure down a bit to the same level as teh ground level, ( which is usually lower and can be found out exactly where by importing other animation from default animation and check. )
Ahh, so I see. Thanks for the tip.
I've never ran into the problem of putting anims in the right order in the .qc file, interesting to note my madness may require some certain changes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
will be cute gorge version 1.1